Super Mario Advance 4: Super Mario Bros. 3 - Walkthrough (e-Reader)

S U P E R M A R I O A D V A N C E 4 :
S U P E R M A R I O B R O S . 3
e - R E A D E R F A Q / W A L K T H R O U G H
e-Reader complete FAQ/Walkthrough by ChaosMiles07 (C) 2007. Version 2.00. All
rights reserved.
Welcome to my walkthrough, fellow plumbers! This Walkthrough is devoted to the
newest port of an old classic: Super Mario Bros. 3 for the GBA, named SUPER
MARIO ADVANCE 4! This will guide you through every dark and hidden secret in a
new and welcome addition to the game: the e-Reader! From detailed description
of every Power-Up card to a thorough walkthrough of every Level Card, the main
adventure was only half the fun! Ready for a new challenge? Well then, LET'S-A
GO!!!!!
The code next to the headings is used to shortcut to the section. Press Ctrl-F
to get to the FIND screen.
Seeing as how this is actually for the most part a history lesson, spoilers
and educated guesses are indeed included inside. If you're a spoiler-free
player, stay away... If not, then climb aboard.
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TABLE OF CONTENTS IToC
0. Introduction/Table of Contents IToC
1. SMB3: A Short Overview AShO
2. Let's e-Read! LseR
a. Demo Cards DemoC
b. Power-Up Cards PwrU1
c. e-Switch Cards eSwt1
d. Level Cards LvlC1
> World-e WrldE
> M01: Wild Ride in the Sky M01
> M02: Slidin' the Slopes M02
> M03: Vegetable Volley M03
> M04: Doors o' Plenty M04
> M05: Bombarded by Bob-Ombs M05
> M06: Magical Note Blocks M06
> M07: The 'ol Switcheroo M07
> M08: Piped Full of Piranhas M08
> M09: Swinging Bars of Doom M09
> M10: Para-Beetle Challenge M10
> S1: Classic World 1-1 S1
> P1: Airship's Revenge P1
3. And Then, They Dropped the Bob-Omb TDtB
4. FAQ/Talk Center FAQT
5. Credits/Contact Information CCIC
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SMB3: A Short Overview AShO
The main storyline for SMB3 is simple: Bowser and the Koopalings are spreading
chaos all over the Mushroom Kingdom. Mario and Luigi go out to teach the
Koopas a lesson, as well as to retrieve the Magic Rods from each Koopaling in
order to change every "King" from every district in the Mushroom Kingdom back
to their original selves. After restoring the seven "Kings", Mario and Luigi
get a message from Bowser, King of the Koopas, telling them that he's captured
Princess Peach. Sound familiar yet? So, Mario and Luigi battle their way
through tanks, battleships, and airships to get to Bowser's Castle, and...
well, you get the picture. They beat him, they rescue the Princess, they
return as triumphant heroes, yadda yadda yadda.
Super Mario Bros. 3 was a big hit when it was released, as most thought that
it was the best game that had been released at that time. Mario's Raccoon Suit
became the game's icon, and the timer became a mainstay for Mario games to
come. Also unique to the game was an overworld map of sorts, Years later,
however, Super Mario World came out on the Super NES, and was one of the major
competitors for the best SNES game of the time.
While Nintendo did love the new look for Mario and Luigi, they were frequently
daydreaming of SMB3 and how great the gameplay and the replay value was. It
was, after all, the first NES game to be able to hold save files. So, Nintendo
officials brought back SMB3, along with SMB, SMB2 (the one released in Japan),
and SMB2 (as it was known in the U.S.A.), redid the graphics, and improved the
engine a bit (of course, the engine didn't need improvement in SMB3 -- it was
perfect as is!) before compiling it all into a cartridge known as "Super Mario
All-Stars". This compilation game was a big hit, bringing back Mario's first 4
adventures in one pack! Among the games included were "SUPER MARIO
BROS.", "Super Mario Bros.: THE LOST LEVELS" (called SMB2 in Japan), "SUPER
MARIO BROS. 2" (called "SMB U.S.A" in Japan), and "SUPER MARIO BROS. 3". This
version of SMB3 sharpened everything in the game, especially the graphic
translation from 8-bit to the SNES' 16-bit. SMB3 continued to remain an old
classic favorite for years to come, until it began to fade away into the black
hole of older games...
And then, a new feeling of nostalgia emerged when Nintendo surprised everyone
with "SUPER MARIO ADVANCE" for the then-new Game Boy Advance. This game
brought back SMB2/USA from the depths, sporting the same graphic clothes that
it donned when SMAS came out on the SNES. (whew! That's a lot of abr.s!) New
to the game were the Advance Coins spread throughout each level, where
collecting them all would bring you one step closer to 100%-Completion.
However, Nintendo packed a new surprise in there: the Yoshi Challenge! Replay
value (combined with players' obsessive need for 100%-Completion) hit the
roof, but unfortunately, the challenges proved difficult to players who didn't
have prolonged access to a walkthrough of some sort.
However, SMA wasn't quite the "hit" Nintendo thought it would be. So, they
furthered the series by remaking SMW into "SMA2:SMW". While that was indeed
better (with the nostalgia and whatnot), they later also added "SMA3: Yoshi's
Island" into the mix. Each game had something new introduced into it, with
SMA2's ability to choose between Mario and Luigi, as well as the introduction
of warping from stage to stage via the SEL screen, and SMA3's 6 new levels.
Still, these additions didn't REALLY make the games any better than their
older counterparts apart from 1) making them mobile, and 2) making them
(DEBATABLY) easier.
It was while Nintendo was having this surge of porting older classics that
they thought, "hey, why don't we bring SMB3 back?" Needless to say, they all
concurred over there in "Nintendo HQ". However, they also wanted to add
something to make this chapter spicier than the rest of the SMA games. While
players would remember the good times they had with the classic, they also
wanted to put in some newer surprises, as well as sneak in bits of the other
SMA games...
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Let's e-Read! LseR
Introducing the e-reader. While Nintendo right from the get-go wasn't quite
that sure about this piece of hardware, they did indeed create several card
series, such as Classic NES games/ports, mini-puzzle cards (such as the Kirby
Slide placed into one of the Nintendo Power volumes), and game-specific cards.
Pikmin 2, as you'll recall, had several e-cards associated to it, thanks to
the GBA-GCN cable. Still, Nintendo saw it as sort of a failure teetering at
the edge of the cliff of Obscurity.
So, in an effort to draw more people to it, Nintendo made SMA4 e-Reader
compatible. Great! Um, so what does that mean exactly?
Well, for starters, there are 3 different types of SMA4 e-Reader cards
(actually, 4). Each one can help the player in a different specific way. We'll
start at the least-useful cards and make our way to the better ones.
First, we need to know how to correctly set up our GBAs and e-reader.
Materials: - SMA4
- 2 GBAs/ GBA SPs
- GBA link cable/ GBA SP link cable
- e-Reader
- cards (duh!)
Plug SMA4 into the primary GBA/GBA SP, and the e-Reader into the other one via
the game cartridge slot. Connect the link cable through the port connectors
WITH THE BLUE/PURPLE END IN THE PRIMARY GBA!!! The larger, gray port should be
sticking out the top of the e-Reader.
For GBA SP users, plug the gray end of the link cable directly into the "top"
of the GBA SP. Don't use the e-Reader's port, as it doesn't connect to its
link port.
Turn on both GBAs, then refer to the following sections on how to use each
card.
Also, a few notes on the charts and stuff.
"Series" are in which pack of cards this card is packed into. Series 1 was
released earlier, and Series 2 was released shortly afterward. A "W" under
this column means that this card was available only in the first shipment of
SMA4 games from Wal-Mart. Therefore, these cards are really rare. A "G" means
that it's packed with the game, no matter what.
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Demo Cards DemoC
"Having a hard time with a level? Can't pull off a wicked 1-Up trick? Like
instructional videos, Demo Cards show you exactly how the pros at Nintendo do
it. Scan a Demo Card and watch as the best winning strategies are demonstrated
for you in real time."
-from the "SMA4 Player's Guide" from Nintendo Power
Yeah, simply put, everything you need to know is right there. In order to scan
a card however, you'll need to be at a world map (not the map of the whole
Mushroom Kingdom, but just a single world). Press R to access the card menu,
then press A to scan a Demo Card. Just follow the rest of the instructions to
scan the card. If successful, the demo movie will start playing.
Series Level Details
1 1-1 Speed run
1 1-2 Unlimited 1-Ups
1 2-2 Hidden Blue Toad House
1 5-5 Hidden Blue Toad House
1 7-2 Hidden Blue Toad House
2 3-2 Continuous Invincibility
2 3-4 Unlimited 1-Ups
2 3-8 Hidden Blue Toad House
2 4-2 Hidden Blue Toad House
2 6-7 Hidden Blue Toad House
W 4-6 Unlimited 1-Ups
While each demo will show you secrets on how to fulfill these goals, you could
also look for them on Youtube, or just get the guide and be able to read
detailed instruction on how to pull off these tricks. Which is why they're
sort of useless. Plus, you have to scan it every time you want to watch it.
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Power-Up Cards PwrU1
"Power-Ups are hard luck to come by, especially when you haven't had much luck
with the Matching Game. Don't worry- there's an easy solution to your power-up
woes; slide a Power-Up card through your e-Reader to unleash the powerful
power-ups inside. With a simple slide, you can begin hurling hammers, croaking
like a frog, of flying like a raccoon in no time."
-from the "SMA4 Player's Guide" from Nintendo Power
With a good batch of Power-Up cards, you'll be ready for anything. Such items
as Frog Suits and Super Leaves to a combination of power-ups or even 1-Up
Mushrooms will help you fill up your inventory with very useful, if rare,
items, helping you get prepared for any circumstance!
To scan a Power-Up card, press of on a world map to access the card menu, then
press Down to select the Power-Up Card option. Then follow the rest of the
instruction to scan and claim your item. You should see a short animation of
Mario/Luigi collecting the item(s), then dropping it into your inventory. The
great thing about these is, you can scan them as many times as you want!
Though it may be considered cheating, you CAN get these items normally, except
for one:
The Cape.
Remember from SMW? Yes, the Cape Feather makes a triumphant return as an e-
Reader-only item, but it has every capability of the Raccoon Suit, the Tanooki
Suit, and the SMW Cape Feather combined! Specifically, you can transform into
a statue by pressing Down and B, shake your tai- I mean, cape, by pressing B,
and even fly SMW-style! Hopefully, you all can remember how to fly like that...
Series Card
G Super Leaf
1 Frog Suit
1 Hammer Suit
1 P-Wing
1 3 Super Leaves
1 5 Starmen
1 8-Item Set: the 3 suits, the 4-Item Set, and a P-Wing
1 5-Up Mushroom
2 Tanooki Suit
2 Starman
2 Cape Feather!!!!!
2 3 Fire Flowers
2 3-Suit Set: Frog Suit, Tanooki Suit, Hammer Suit
2 4-Item Set: Super Mushroom, Fire Flower, Super Leaf, Starman
2 10-Up Mushroom
W Super Mushroom
W Fire Flower
W 1-Up Mushroom
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e-Switch Cards eSwt1
While technically considered Power-Up cards, these are in their own category
because they behave differently. These switches activate different triggers
throughout the game, helping you or just there for fun. However, these two
switches are great because you can scan them once and never have to eliminate
the effect. That's because e-Switch cards activate the first time you swipe
it, then deactivate the effect the second time (assuming you're scanning on
the same file). Which means you'll have to scan these once each in each file,
including the Level Card file.
Series e-Switch
1 Orange Switch: Burned enemies turn into coins.
2 Blue-Green Switch: Pull-able vegetables appear*.
*NOTE: This only affects the main files; e-Levels already contain tufts that
you can uproot, regardless of whether or not you scanned this card. Scanning
this card on e-Levels will not have any effect, positive or negative, on World-
e gameplay.
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Level Cards LvlC1
And now, the bulk of the cards. The best of the best. Level Cards. These are a
whole 'nother story. Scan these babies, and you'll get a newer level added on
to the roster. Another stage to clear, each with its own special and specific
challenges. Or no challenges at all, such as the Classic 1-1 from Super Mario
Bros.! Yep, the very beginning of Mario's reign as the Nintendo king,
reformatted into SMA4 clothes.
The thing about each level, is that within every level are a specific number
of A coins. Collecting a certain number of these will unlock Toad Minigame
Houses in World-e.
Which reminds me...
>>>>> World-e WrldE
<<<<<<
To actually scan the Level Cards, you need to have a very specific file
selected. On the SMB3 title screen, select the "LEVEL CARD (00)" file. This'll
take you to World-e, which is the hub for all of the Level Cards. Notice that
there are three Toad Houses here, each locked behind a door. Also notice a
castle, as well as a pad with a green L on it, and a strangely-colored tile.
By pressing A on the green L, you can switch characters with Luigi. The Castle
seems primarily made up of a gallery hallway of sorts (more about that later).
Most of the action takes place on the blue tile. Press A on this tile to see
an empty list of levels. Select the "SCAN A LEVEL CARD" option, then proceed
as normal. After scanning the card, you have to beat the level in order to
keep it on the cartridge. A total of 32 levels can be scanned onto the
cartridge at one time. After selecting a level (once you have some), you'll
see a final screen displaying some information on the level, such as an icon
depicting the terrain, the name of the stage, which category (later) it is
under, and how many A coins lie in this level.
Also important in these levels is a new type of coin: the e-Coin. These coins
are rarer than the A coins, and harder to find. You may find yourself going
out of your way to go through seemingly endless puzzles just to get the e-
Coin. In fact, every e-Coin is placed into the Castle's gallery for viewing
any time.
The Toad Minigame Houses each are different. You'll need a certain number of A
coins in order to unlock each of those, and each house features a different
minigame, with different prizes for each game:
Color # A Minigame Prizes
Blue 30 Mining Shaft 25% chance of winning a power-up
Orange 50 ???
Red 80 ???
And now, the levels themselves. Their stage number is divided into three
categories: M (for the brand spankin' new levels), S (for the classical
remakes), and P (for the promotional, rare cards). Also listed is the level
type, the number of A and e-Coins, and which series it is in.
Series Num. Stage Name Type Coins (A, e)
G M01 Wild Ride in the Sky Sky AAAA
1 M02 Slidin' the Slopes Dark AAAA
2 M03 Vegetable Volley Desert AAAAA e
1 M04 Doors o' Plenty Haunt AAAAA e
2 M05 Bombarded by Bob-Ombs Tank AAAAA
1 M06 Magical Note Blocks Ice AAA
2 M07 The ol' Switcheroo Fortress AAAAA e
1 M08 Piped Full of Plants Plant AAA
2 M09 Swinging Bars of Doom Fortress AAAA
2 M10 Para-beetle Challenge Sky AAAAA
1 S1 Classic World 1-1 Star A
W Pr Airship's Revenge Airship AAAAA
>>>>> Wild Ride in the Sky M01
<<<<<<
Series: G - Comes packed with the game
A Coins: 4
e-Coins: 0
Level Type: In the Sky
Enemies featured: Red Koopa Troopas, Bullet Bills
Number of Rooms: 1
Auto-scroll: Yes
Goal: Collect the Panel
Prerequisites: None
*cracks knuckles* This card is automatically bundled with the game pak, so
this level, really, is your introduction to World-e. Unfortunately, Bullet
Bills want to make sure it's the last one!
To start, make your way to the patrolling platform, collecting coins until the
AUTO-SCROLL begins. Hop onto the next platforms, being careful not to fall.
Beware of the platform that looks like a SMB-style one -- it'll drop below you
if you linger on it! Ride the platforms until you start to see clouds. Then
jump on those, avoiding the Red Koopa there. Eventually you'll see some
differently-styled clouds, as well as a formation of wooden blocks and a
brick -- jump over it and onto the cloud past in when you get the chance; an A
COIN lies here!
Next, jump upwards onto donut blocks. Keep jumping so as to not let them fall,
then make your way to the cloud shortly after the three donut platforms.
Beware of the Red Koopa there! On this cloud, stand on a donut block until you
fall through the cloud. Jump onto the cloud under this one, and nab the second
A COIN.
Jump onto the next cloud, collecting coins as you go. Then head for the next
cloud, the one with the third Red Koopa on it. Fall to the right of this cloud
onto the one below it, then collect the third A COIN.
The auto-scroll will leave you down there if you don't nab the third A coin
quickly and get out of there. Head upwards and towards the next big cloud
platform. This is where the auto-scroll ends, but this is also when the Bullet
Bills start flying from all four diagonal directions! Time you jumps to you
can disarm as many of them as possible (when they're all on top of each
other), then jump onto the wooden platform to follow along the trail. Nab
coins and avoid Bullet Bills until you're right under the A COIN. Jump to get
it, then make sure you land back on the platform!
Ride the platform to the end, and watch out for Bullet Bills! They'll stop
firing as soon as the black "goal curtain" is in sight!
<><><><> COURSE CLEAR! TOTAL A COINS: 04 TOTAL e-
COINS: 00 <><><><>
>>>>> Slidin' the Slopes M02
<<<<<<
Series: 1
A Coins: 4
e-Coins: 0
Level Type: Dark Desert (like 8-2)
Enemies featured: Green Koopa Paratroopas, Red Koopa Troopas, Green Koopa
Troopas, Goombas, Munchers, Buzzy Beetles, Red Paragoombas, Paragoomba Bombers
& Microgoombas, Boomerang Bro (w/ Boomerang Power-up!!!)
Number of Rooms: 2
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
Wild Ride in the Sky was just a warm-up. The onyl thing new you saw was the
elusive A-Coins. This next level will bring back memories good and bad, but
don't forget you still have to get to the end of the level alive!
Jump over the first pit, but evade the Green Paratroopa there. Hitting one of
the ? blocks here will yield a Power-Up, so nab it without getting tagged! At
the top of the first (of many) hill is the A COIN.
Slide down the slope by pressing Down on the Control Pad. You'll plough
through enemies and prepare yourself for a high jump on the Note Block at the
bottom of the slope. Press A at the right time on that block to fly to the
right, collecting the A COIN at the peak of your jump.
Use the next three Note Blocks to high jump towards the pipe. In this room,
notice one of the A COINS at the other side of a Yoshi's Island-esque ONE-WAY
FLIPPER. Also notice a trail of coins going up the walls and ceilings, with
triangular PURPLE SLOPE blocks at the bases of the walls and on the ceilings.
Run towards the purple slope blocks at full speed (by holding B) and keep
pressing Right to run along the wooden blocks at high speed, nabbing every
coin. As soon as you reach the top of the structure, you can grab all of those
coins, but then fill your P-Meter and continue running to the right, holding
Right on the control pad to nab the rest of the coins, to evade the Munchers,
and to place yourself next to the A coin.
Nab it, then jump through the one-way flippers and exit the room via the pipe.
Back on the main area, jump over the pipe and downwards to the right, avoiding
the Buzzy Beetle there. Hike up the slope, but be careful of the Red
Paragoombas there! Nab the last A COIN halfway up the hill.
Continue making your way to the top of the hill, but watch out for the
Paragoomba Bomber! Stomp on the Buzzy Beetle at the crest of the hill, then
slide down it. Your momentum should keep propelling you forward, and should
help you sneak past the Paragoomba Bomber along the way. Keep sliding down
until you reach the very bottom.
Here, you'll see a cute arrangement of coins in the shape of an "e+". Aww!
Nab 'em. However, watch out for the Boomerang Bro watching the treasure! Hey
wait..! He has a BLUE BOOMERANG! Get him to throw one at you, and keep it
onscreen as you stomp him. The Boomerang and will drop to the ground, and you
can pick it up and even use it! Sweet! However, the goal is right past the
Boomerang Bro, and by hitting the panel, the Boomerang gets cashed into a
coin. So sad... but this shows you that Mario can actually use Blue Boomerangs
that Boomerang Bros throw, which will be good to know in later levels...
<><><><> COURSE CLEAR! TOTAL A COINS: 08 TOTAL e-
COINS: 00 <><><><>
>>>>> Vegetable Volley M03
<<<<<<
Series: 2
A Coins: 5
e-Coins: 1 - featuring a Super Mushroom
Level Type: Sandy Desert (no pyramids in the background)
Enemies featured: Chargin' Chucks, Red Koopa Troopas, Goombas, Chain Chomps,
Green Koopa Troopas, Red Spinies
Number of Rooms: 1
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None (Blue-Green Switch is already activated)
This level is pretty linear and straightforward, so just make your way through
pulling up veggies and coins. Whoa-whoa, "veggies"? Yep, Super Mario Bros. 2
makes a comeback here, reawakening the fruit-chuckin' action that was Super
Mario Advance 1. However, along the way you may also pull up Poison Mushrooms
(remember from SMB: The Lost Levels?), which you want to avoid at all costs.
Really, pullin' veggies is like a grab-bag: you never know what you may get!
Near the beginning, you'll find a power-up in a bubble. Like in SMA, you need
to throw three veggies at it in order for it to pop and you can collect it.
The first five tufts of grass are either coins or veggies, so use them
accordingly. The sixth (from the start), however, is a Poison 'Shroom, so
avoid it. The seventh is a little sprig that you can throw at the first
Chargin' Chuck, if you've a careful aim. This might cause it to get angry,
though, to stomp his head two more times to K.O. him. The next two tufts are a
coin and a veg, use it to tag the Red Koopa. Then it's a coin, then a veg,
then another coin, HOWEVER, don't throw that veg away! After the next tuft is
an A COIN, down in a pit. Throw the veg diagonally so that it nicks the A
coin, and you'll end up collecting it anyway!
Next you'll get a sprig, then a HUGE veg, then another normal veg. Use the
giant veg to K.O. the Chain Chomp up ahead, then the smaller veggies to
eliminate the Goombas and Koopa. Once you see a pair of Spinies, lift up the
first root (a veg) and throw it so that both of them get KO'ed. Then uproot
the tuft of grass where the Spinies were and collect the windfall of coins!
The Chargin' Chuck up ahead is posted right under an A COIN. Stomp him while
holding A to high jump off on him and to nab the coin. Then dispatch him.
Evade the next two tufts of grass, then uproot the two veggies (to throw at
the Chargin' Chucks up ahead), then the single coin and the second coin
collection. Defeat the two Chargin' Chucks to gain access to the next A COIN.
Jump the wide-ish gap and onto the Red Koopa to disarm it. Then, however, grab
it and kick it into the bunch of Spinies nearby. Dig up the veggies here for
more coins and another huge veggie. Throw this at the Chargin' Chuck up ahead.
Jump the gap, then uproot the next three tufts of grass (NOT THE FOURTH
ONE!!!) for a veg, a coin, and a 1-Up 'Shroom! Now, in order to access the
high ledge, you'll have to provoke the Chargin' Chuck to come after you, then
position yourself under the ledge so that you can high jump off of it and onto
the ledge with that Red Koopa. Work your way back for a treasure's trove of
coins, as well as two roots. One is a single coin ( V_V ), the other is an e-
COIN!!!!!!! (^.^)
To escape the area with the e-Coin, jump around for a hidden Note Block. Use
this to hop out, then proceed to the right. At the area with the Chargin'
Chuck (and three tufts of grass), you'll find afterwards a bunch of Spinies
under an A COIN. Pull up the nearest (to the Spinies) plant to get a giant
veg, then toss it at the Spinies. It should eliminate the majority of them,
and you should be able to get the A coin easily.
However, then go back and uproot the two nearest (to the Spiny pit) plants for
a coin and another giant veg. Carry the monstrosity with you to the right
until you find the last A COIN in another pit. Throw this veg at it to add it
to your collection.
Uproot the tuft of grass after the last coin to get the last super-veg of the
stage. Throw it at the Chain Chomp to eliminate it, then go collect the panel.
<><><><> COURSE CLEAR! TOTAL A COINS: 13 TOTAL e-
COINS: 01 <><><><>
>>>>> Doors o' Plenty M04
<<<<<<
Series: 2
A Coins: 5
e-Coins: 1 - featuring a Super Leaf
Level Type: Ghost House
Enemies featured: Boo Diddlies, Big Boo
Number of Rooms: 5
Auto-scroll: No
Goal: Defeat Big Boo!
Prerequisites: None
Super Mario World, now, returns with ghostly emissaries. You'restuck in a maze-
like house, haunted by Boos of all kinds. Scared yet? You've yet to see what
awaits you at the goal!
Star by making your way to the right over some pits and past a Boo Diddly.
Here, you'll reach a wooden one-way platform forming a hill of sorts with five
doors throughout the "structure". Enter the top-most door, then you'll be in a
sort of a labyrinthine room. Head left and through the one-way floor, but then
notice above you: a one-way flipper and a DOOR KEY. Hmm... Make a note of that
for later. For now, head down and to the left, doubling back around to enter
the second door. You'll appear one layer deeper into the "structure". Enter
the far-right door to reappear inside the labyrinth. See that A COIN under
you? Head left and around to nab it.
Head back to the door you just came through, then jump through the one-way
floor to the right of the door. Head to the right, and nab the second A COIN
you see there.
After jumping through the floor after collecting the 2nd A coin, head right
and down, avoiding the Boo Diddlies. Collect the 3rd A COIN by going right at
the fork and continuing onwards.
Jump through the one-way floors and go through the right floor like you did
before getting the second coin. Now head to the top of the room and then to
the left. Notice the locked door? Ah-ha! Fall through the one-way flipper and
through the nearby door. You'll be back inside the "structure". Jump up one
level to go through the first door. Make your way back tot he key and then
snake your way back to the locked door. Go through it, then get ready for an
old (and painful) puzzle: the coin snake. Notice the next door hovering there.
Face it, but be right under the ? block on the left side of the room. Hit the
block, then press the Control Pad to direct the coin snake so that AT LEAST
ONE COIN lies underneath the door. Then collect every coin except for that
one, so that once you hit the P-Switch, it'll solidify. Once you enter the
door, hit the P-Switch there and then QUICKLY make your way to the other side
of the room. Don't enter the first door you find, but instead climb to the top
of this structure and fall through the top of it so that you end up collecting
enough coins to make a passageway through the golden brick blocks. However,
MAKE SURE you don't end up collecting the single coin underneath that door!
Once the blocks solidify, you'll need to enter through that door by means of
falling through the pathway you made. IF you have the Raccoon Suit or the Cape
Feather on, you can use those to slowly hover down through the first two block
layers. Enter the door in order to grab the e-COIN!!!
At this point, you're about past halfway done. After collecting the e-Coin,
hit the switch, then run out the door. You'll fall through coins and the one-
way flipper. Now enter the nearest door. You'll appear back in the labyrinth.
Work your way down and to the right, then make your way clockwise to enter the
door that happens to be "in line" with most of the other doors in this
vicinity. Enter the door, and you should appear back inside the "structure"
next to an A COIN and a !-Switch.
PAUSE!!!
Now... there are two more areas of the level that we haven't yet talked about.
The first one is the small stretch to the right of the "structure". This are
contain two ? Blocks and a brick block in between the two. Under those,
however, is a bottomless pit, with, however, dashed-line blocks as if
something should be there. To the right of this area is a door that takes you
all the way to the beginning. Don't enter that door, but instead...
UNPAUSE!!!
Hit the !-Switch, then jump out of the "structure" and head towards that area,
avoiding the Boo Diddlies and the pits. Your goal is to hit that brick block
while there's a floor you can stand on. This'll cause a vine to grow. Jump
onto the ?-blocks and climb up. Jump off to a platform on the left, then
collect the hard-to-get A COIN.
Make sure you land back on that platform, though, or else you'll have to do
that all over again! Now head to the top right and enter the door...
BIG BOO!!! Remember that Secret Ghost House level on SMW? Well, that's
basically what we do here. Grab ONE silver block, and kick it at the Big Boo
while he's solid. Every time you hit him, however, it'll disappear for a few
seconds. Three hits will K.O. him, but watch out for those two Boo Diddlies
that back him up! Also, don't grab a block from the same place twice, or else
you'll fall right down into a bottomless pit! Prevent that by walking slowly
from place to place, pressing B TIGHTLY!!! while you grab a silver brick
block.
<><><><> COURSE CLEAR! TOTAL A COINS: 18 TOTAL e-
COINS: 02 <><><><>
>>>>> Bombarded by Bob-Ombs M05
<<<<<<
Series: 2
A Coins: 5
e-Coins: 0
Level Type: Dark World outpost (skull)
Enemies featured: Bob-Ombs, Rocky Wrenches, cannons, Boom-Boom
Number of Rooms: 4
Auto-scroll: Yes
Goal: Defeat Boom-Boom!
Prerequisites: None
Bowser's army isn't over with yet - he's sent a special surprise to see you to
your grave! "This is gonna be a BLAST!"
First tidbit: hit the coin block in the beginning to start the coin counter.
This, like the coin counters in the levels in the main game that have a White
Mushroom house to unlock (if you can understand what I mean), will keep a
counter of how many coins you have left to find in the level. If you can
collect 110, you receive 5 1-Ups! Now isn't that a good enough prize?
Anyway, the AUTO-SCROLL starts immediately, so follow the screen. There are a
total of 4 cannon towers in this "room", and each one has pipe-cannons that
shoot out Bob-Ombs at you. There are three coins behind the first tower, a
Rocky Wrench on top of the second, 8 coins and a ? block behind that, a giant
cannon on the third, 8 coins and an A COIN behind that, and 6 small ones above
the exit pipe.
This second area has TWO auto-scroll bits, as well as plenty of Bob-Ombs,
coins, and ? blocks on the way. The next A COIN is under a platform that
requires you to narrowly evade a cannon and its projectiles in order to nab
it, but it may take away a few moments for the time you need to grab the coins
in the ? block above.
After that A Coin, you'll pass by what look like chambers with Bob-Omb
cannons. Grab the coins, but watch out for the splash-damage explosions! Make
your way onwards until you find another area with an A COIN beneath a
platform. This time, you'll have to evade TWO cannons and their Bob-Ombs!
As soon as the auto-scroll ends, DO NOT GO INTO THE PIPE! See above to the
right, a small passageway big enough for only Mini Mario or Luigi to get into?
Either jump through there, or duck and jump, holding Down on the Control Pad
and jumping continuously to make your way through. Another auto-scroll will
begin, but all you need to worry about are two ? blocks, two Bob-Ombs, and the
A COIN they guard.
Enter this pipe, and then grab the A COIN in the next room. Enter the only
pipe here and dispatch Boom-Boom any way you can to end the stage.
<><><><> COURSE CLEAR! TOTAL A COINS: 23 TOTAL e-
COINS: 02 <><><><>
>>>>> Magical Note Blocks M06
<<<<<<
Series: 1
A Coins: 3
e-Coins: 0
Level Type: Icy Cavern
Enemies featured: Buzzy Beetles, Red Koopa Troopas, Green Koopa Troopas, Fire
Chomp, Red Koopa Paratroopa
Number of Rooms: 3
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
Mario's musical experience now brings him to an icy cavern that forces him to
dance his way out AND evade hungry foes at the same time. Joy.
Easy level, once you know how to do high jumps off of Note Blocks. Dispatch
the two Buzzy Beetles at the entrance, then enter the pipe. This chamber is a
wrap-around room, meaning that if you walk off the right side, you walk onto
the left, and vice versa. Make your way upwards, evading the Koopa Troopas up
several platforms, including formations that look like stairs. Once you see
the A COIN, highjump off of a Note Block off the right side of the room, so
that you land on the platform under the A COIN on the left side.
Continue upwards, where you end up having to make your way up using single
platforms. However, first, hit the lowest right single block to reveal a power-
up, you may need it for the Fire Chomp coming down on you from above! Make
your way upwards, but watch yourself once you see the wooden platform. Kill
the Fire Chomp, then collect the A COIN straight above that wooden platform.
Climb onwards, but be careful, as that Fire Chomp can come back if you lose
elevation! When you see the wooden ceiling with the exit pipe, look to the far
right to see that last A COIN. Jump to the left onto the top-left-most note
block. High jump off of that with the right amount of momentum to wrap-around
to the note block under that coin. Watch your momentum, however, as you could
end up either sliding off the block or missing it entirely!
Use the pipe, then run to the right for your panel. Easy, no?
<><><><> COURSE CLEAR! TOTAL A COINS: 26 TOTAL e-
COINS: 02 <><><><>
>>>>> The ol' Switcheroo M07
<<<<<<
Series: 2
A Coins: 5
e-Coins: 1 -- featuring a Starman!
Level Type: Desert Fortress
Enemies featured: Red Koopa Troopa, Green Koopa Troopa, Red Koopa Paratroopa
Number of Rooms: 8
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
Again, Super Mario World brings back a facslapping, mind-exploding trick
that'll leave you angry at this game forevermore. OR not, depending on how
fast you are at outrunning the P-Switch!
This can be quite a tough level if you don't have a quick finger (erm, thumb).
Hit the Red Koopa Troopa into its shell, then grab it and fall down the
waterfall. Head to the right, then jump onto safe ground once you get a
chance. Jump-kick the Koopa shell to the left to hit the first A COIN.
Enter the pipe, then meet your first Switch challenge.
PAUSE!
What you're going to do twice in this level is hit a switch to start a timer.
While the timer's going, every coin will turn into a block. You're going to
have to navigate a maze in order to make it out before the floor falls out
from under you and you get cooked in the lava.
UNPAUSE!
Hit the P-Switch, then run to the right quickly. You're going to have to jump
over high walls in order to get by, but hit the brick that seems out of place
in order to reveal another P-Switch. Hit this one before the timer runs out,
then jump to the right quickly, grab the A COIN, and enter the pipe.
Here, jump on the platform and jump through the coins into the pipe overhead.
In this tall room, wait until the timer stops, then ride the platforms upward
to collect a hidden treasure trove, along with an A COIN!
Keep heading upwards to enter a red pipe. Here, you'll appear outside at the
bottom of a waterfall. Jump upwards quickly to grab an A COIN. Actually, the
only rush is the timer. You're only about past halfway through the level now.
Head back down to the room with the two pipes overhead. To the right is a sole
sprig, which you'll need to hang onto while you make your way through the next
room. THIS IS IMPORTANT! DO NOT DROP THAT SPRIG! Walk into the pipe to the
right, then continue onwards until you reach another P-Switch. This will be
harder, as it's longer than the first one. Hit the switch by running over it,
then fall downwards. Jump over the 5 hills/steps so that you are at least in
the air near the end when the timer runs out. Once you're on solid ground,
throw the sprig so that it nicks the e-COIN to grab it. ... Phew!
Enter the pipe to enter the final area of the level. Head to the right, and
make your way up and through the waterfall, but watch out for that Red Koopa
Paratroopa! At one point during this swimmy interlude, you can jump out of the
water to swipe an A COIN.
The goal is up and to the right of that A coin. To get there, you'll need to
jump like crazy up the waterfall, then strike that panel.
<><><><> COURSE CLEAR! TOTAL A COINS: 31 TOTAL e-
COINS: 03 <><><><>
>>>>> Piped Full of Piranhas M08
<<<<<<
Series: 1
A Coins: 3
e-Coins: 0
Level Type: Pipe World
Enemies featured: Red and Green Piranha Plants, Red and Green Venus Fire
Traps, sequenced Munchers, Double-red Piranha Plants, Double-red Venus Fire
Traps
Number of Rooms: 2
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: Super Leaf / Cape Feather / Tanooki Suit / Hammer Suit
recommended
You should enter the level with a Hammer Suit. This'll help you K.O. Piranha
Plants from afar. However, the other suits will help you slow down midair
should a Plant unexpectedly rises for a mid-morning snack. Whatever floats
your boat. Either way, Mario's gotta get his weed-whacker on.
Make your way jumping from pipe to pipe carefully. Once you see coins in the
air, you'll want to watch out for those two Venus Fire Traps. Make your way
onwards, then throw Hammers to chop down nearby Piranha Plants and Venus Fire
Traps in order to jump high and grab that A COIN.
Once you're on solid ground, throw a hammer ahead of you to K.O. a Venus Fire
Trap up ahead. Then, however, notice the glassy block. Inside it contains a
random Power-Up. When you strike it, a Power-Up will come out and start
bouncing around, still changing. Grab it while it displays a Starman to make
grabbing the next A COIN easier.
Next, Double-red plants. Crap. These guys are relentless, so speed is your
best bet here. If you're still invincible, tackling them also works. Make your
way to the top of the pipe structure and down to the exit pipe. Here, run far
to the right, but DON'T HIT THE PANEL! At the far right, run left to build up
power and use it to longjump up above the two Double-reds here to nab that
last A COIN.
<><><><> COURSE CLEAR! TOTAL A COINS: 34 TOTAL e-
COINS: 03 <><><><>
>>>>> Swinging Bars of Doom M09
<<<<<<
Series: 2
A Coins: 4
e-Coins: 0
Level Type: Fortress
Enemies featured: Bony Beetle, Firebars, Thwomps, Thwimp, Boo Diddlies,
Piranha Plant, Podoboos, Sparky
Number of Rooms: 2
Auto-scroll: No
Goal: Defeat the two Boom-Booms!
Prerequisites: None
Classic Mario is classic. The spinning firebars of death return from their
long sabbatical, with a vengeance.
Begin by running to the right. The Bony Beetle will at times reveal spikes, in
which it's invulnerable to anything but a well-placed hammer. Also be careful
of the swinging firebars, as they'll rotate more or less rapidly. The Thwomp
and the Thwimp shouldn't give you much trouble, just avoid them. The first A
COIN is guarded closely by a Boo Diddly.
One slide under a Piranha Plant and a jump over lava and a Podoboo later, you
can grab that second A COIN with a carefully timed jump over firebars.
Jumping over the lava may be a big task for you. Study the timing of the
Podoboo jumps first to get through there safely. Now, if you're mini Mario,
the shortcut in the next bit may prove rewarding. You can jump to the ceiling
and collect 16 coins without getting scratched. Otherwise, evasion proves
beneficial if you take the upper path in that stretch of stone. You'll get
another A COIN for risking your skin.
If you did get burned, don't worry! After a small run through a few more bars,
a Thwomp, and a Bony Beetle, a ? block will give you a power-up if you need
it. Good deal, yes? You'll need it. The next area contains an A COIN in a
culvert protected by two firebars. Head to the ground floor and jump around to
the right of the A coin to reveal hidden blocks. Now, once you've revealed
four blocks, head up and around to land on these blocks, evading the bars, and
nab the coin. Watch that Boo Diddly, though!
Stay on top of the structures and evade the last few firebars to reach Boom-
Boom's door. However, in the chamber... he has a twin! Yep, you have to fight
off two of them at the same time. The fight -- and the level -- won't be over
until they're both out of commission.
<><><><> COURSE CLEAR! TOTAL A COINS: 38 TOTAL e-
COINS: 03 <><><><>
>>>>> Para-beetle Challenge M10
<<<<<<
Series: 2
A Coins: 5
e-Coins: 0
Level Type: In the Sky
Enemies featured: Para-beetles
Number of Rooms: 2
Auto-scroll: Yes
Goal: Collect the panel
Prerequisites: P-Wing recommended
Grr... P-Wing recommended. 'Nuff said. Otherwise... well, this level IS a 5/5
star rating difficulty! Good luck!
First A COIN's near the beginning. Ya can't really miss it.
Before the auto-scroll starts to rise skywards, a second A COIN can be found
in the air.
Just about when the auto-scrolling starts to level out high in the sky, you're
going to get Para-beetles coming in from both directions. Just before that,
you can grab an A COIN.
While riding on the Para-beetles heading right, a few walls will appear to
block you. Grab the A COIN in front of one, then repeatedly do short jumps on
your Para-beetle ride to make it dip downwards.
After a few more walls, you'll see another A COIN under a wooden platform in
the sky. Nab it using the same down-dipping technique.
Jump on the rest of the Para-beetles to the end of the level. Enter the pipe
to escape the hardest World-e level released...
<><><><> COURSE CLEAR! TOTAL A COINS: 43 TOTAL e-
COINS: 03 <><><><>
>>>>> Classic World 1-1 S1
<<<<<<
Series: 1
A Coins: 1
e-Coins: 0
Level Type: CLASSIC: Simple
Enemies featured: Goombas, Green Koopa Troopa
Number of Rooms: 2
Auto-scroll: No
Goal: Collect the panel
Prerequisites: None.
Da-da duh, duh-da DA, DUH! Ahh, the memories! This level is basically SMB's
first level with SMA4 clothes. Nice, eh? There's only one A coin in the whole
level, but it may be a teeny-tiny bit difficult to find it. Of course, once
you've found it, it's kind of impossible to forget how to get it again.
Start out by heading to the right. Stomp the first Goomba, then strike the
nearby ? blocks for a Power-up. Jump over a few pipes, then stomp some more
Goombas. After you see a pair of Goombas between a pair of green pipes, enter
the one furthest to the right. This'll take you down to an underground cache
of coins an the A COIN. Also, if you have a Tail or a Cape, use them to break
the blocks down there. One of them is a multi-coin block.
Using the exit pipe will place you near the level, so those of you that don't
want to backtrack for any more points (and power-ups!) can just skip down a
paragraph. From the point where you took the pipe down, jump across the short
gap and strike more ? blocks to nab another power-up. After another gap, you
end up positioning yourself right in the path of a train of Goombas and a
Koopa. Thankfully, this is a good time to get a 1-Up. A short ways ahead of
the first of these Goomba pairs are a pair of golden blocks. One of these will
expel a Starman when struck. Kill off the nearby enemies, then return to that
spot once the effect wears off. Shortly afterward you'll see a strange pyramid
of sorts made of 4 ?-blocks. The top-most of these contains another power-up.
After getting it, run to the right and jump over the stair structures. At all
costs, avoid falling into the pits.
You should then eventually end up right next to a green pipe. This is the exit
to that subterranean chamber. Ahead of you are the final pair of Goombas and
another pair of blocks. Just past those is a large stair-like structure.
Remember from the Classic game? Jump to the top of the structure, then jump to
the right to grab the top of the flagpole. You'll be rewarded with a healthy
bonus of 8000 points. The Card is just to the right of that.
<><><><> COURSE CLEAR! TOTAL A COINS: 44 TOTAL e-
COINS: 03 <><><><>
>>>>> Airship's Revenge P1
<<<<<<
Series: W - availiable at Wal-Mart in the first batch of SMA4 games sold only
A Coins: 5
e-Coins: 0
Level Type: Airship
Enemies featured: Rocky Wrenches, Cannons, Rocket Engines, Morton Koopa Jr.
Number of Rooms: 2
Auto-scroll: Yes
Goal: Defeat Morton Koopa Jr.!
Prerequisites: None.
Sucks that this level's only available to a handful of people. Darn. This
would've been a good level for the main game!
The AUTO-SCROLL can move very rapidly at times, so you gotta keep up. Maybe
repeating this level several times over will help you get the timing right on
it. You'll start on the front of the ship, of course, but then the auto-scroll
begin moving. The first ?-block you'll see is a power-up, right next to an A
COIN.
Eventually, you'll see the first Rocky Wrench. A short distance above him is
the second A COIN, so you'll need to highjump off of him when his head is all
the way out to reach it.
Soon after that, you'll brave through a barrage of Rocket Engines and cannons.
Dash when needed, and don't be afraid to take risks. After that, you'll be
forced to start going downwards. Move slowly, but watch out for the single
Rocky Wrench. Just under him is the third A COIN, but you'll have to dash like
crazy to nab it and escape before you get pinned in the corner!
A small airship on the underside of the main ship is you next destination, but
you'll have to watch out for its cannon and pilot! In fact, a lot of them are
going to come up, so nab the power-up from the ?-block when you can, then
watch yourself and your surroundings carefully. After a short while, you'll
find a series of bolts hanging from the ceiling, with an A COIN in the midst
of them. Nab it with careful jumps, then head to the left.
This coin may be difficult for some, as it requires you to get a running jump
to the top of the area with the 4th A coin. Only use what you need to gather
up enough speed. Make the jump, then run over to grab the coin before it falls
out of view! Also remember to avoid the Rocky Wrench up there.
After another bout against cannons and Rocket Engines, the auto-scroll will
suddenly stop. Above you should see one-way bolt platforms. Use these to climb
upwards to find the pipe. Enter it to face Morton Koopa Jr. in combat! He's
the exact same as in the main story, so he'll be relatively easy to defeat.
<><><><> COURSE CLEAR! TOTAL A COINS: 49 TOTAL e-
COINS: 03 <><><><>
-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-
And Then, They Dropped the Bob-Omb TDtB
Suddenly, everything stopped. No more e-Reader cards were being released, and
the e-Reader itself, the "failure teetering on the edge of the Pit of
Obscurity", fell in. What happened?
Two letters: D.S.
The DS took the whole mobile-gaming industry by surprise, as it presented
touch-screen technology. Also, it was capable of having 3D components inside
the gaming, basically able to mimic the N64. The GBA was outmoded, except for
the fact that you could play GBA games on the DS (no GBC or GB games though...
darn!). So, then, the e-Reader and the SMA4 cards were cut off, almost
immediately put off the market as soon as the game came out, just about...
Then, however, news online:
(intonations and important focus points in ALL CAPS added by me)
"
The Lost e-Reader Levels Of Super Mario Advance 4
When Nintendo decided to re-release the primary Super Mario back catalog for
the Game Boy Advance, the company decided to include small amounts of new
content. The remake of Yoshi's Island, Super Mario Advance 3, was the first
in the series to include actual new levels. Six of 'em, to be exact. Then
Super Mario Advance 4 (the remake of Super Mario Bros. 3) came along and
Nintendo created over two dozen new levels to insert into the game (note that
these are not the lost levels of the original Super Mario Bros. 3).
However, instead of loading them into the game pak the company decided to
release them in dribs and drabs for the soon-to-be failed e-Reader accessory.
The e-Reader fizzled before Nintendo could release all of the levels, with
LESS THAN A THIRD OF THE DEVELOPED CONTENT MAKING IT INTO THE HANDS OF FANS.
Now a group of game enthusiast hackers are working to rediscover and release
these latest lost levels, restoring yet another piece of Nintendo history that
has been swept under the rug.
For those not familiar with the method in which players could load new levels
into Super Mario Advance 4, here's a basic rundown. In order to make the
whole thing work, players each need two Game Boy Advance units, one copy of
Super Mario Advance 4, one e-Reader, and the appropriate cable to connect it
all together. The game goes into one Game Boy Advance while the e-Reader goes
into the other. Then players had to buy packs of what are essentially playing
cards with small dot codes printed on each card. By scanning those dot coded
cards into the e-Reader, new levels encoded by those dot codes are made
available to the game. Few people had access to all of that pricey equipment,
meaning that most owners of Super Mario Advance 4 never had the chance to play
the newly designed levels.
The group working to release these lost levels (they seemingly go by no name
publically from what I can find) initially began to compile information on
just what these lost levels were all about. Levels 01-05 are Classic and
Promo levels in which the familiar World 1 and World 2-2 of the original Super
Mario Bros. have been redone in Super Mario Bros. 3 clothes along with a new
fortress level. The only new levels released in America are numbered 01-10
and include a new desert level in the tradition of World 8-2 in the original
game, new autoscrolling sky levels, and a level that pays tribute to Super
Mario Bros. 2 (Super Mario Advance) with pickable vegetables.
LEVELS 11-30 WERE RELEASED IN JAPAN FOR THE JAPANESE VERSION OF THE GAME, but
Japanese dot codes do not work with the American version. THESE ARE THE BULK
OF THE LOST LEVELS AND INCLUDE NEW AIRSHIPS, NEW MAZES, ELEMENTS FROM BOTH
SUPER MARIO WORLD AND YOSHI'S ISLAND, PLUS A GRAND FINAL SHOWDOWN WITH BOWSER
HIMSELF. Rounding out the collection of material is a look at the truly lost
levels; the levels shown at press events and trade shows but were never
released to the public in any form.
Now for the bad news. The website that catalogs and releases all of this
material also contains a download of the actual Super Mario Advance 4 ROM file
for emulation which, as you'll recall, means that due to United States law I
cannot link directly to the website. However, it is out there if you search
long enough and read enough supplementary material. Please do not ask for the
link, as I cannot provide it. With that said, enjoy this look at more lost
Nintendo material and keep the hope alive that the company may use these
levels in a future iteration of the game.
(Posted by MattG on December 23, 2005 at 04:00 PM)
"
(taken from
<http://www.pressthebuttons.com/2005/12/the_lost_ereade.html>)
While the above post might have been old news to some, the part above that is
in ALL CAPS (intonation added by me) really grabbed my attention. So I took
MattG's advice and started delving around; however, I found that I had not far
to look. I found a website that just so happened to have had all of the
dotcodes. Although to some this may be a bit illegal (define PIRATING,
please...), I downloaded and printed out the cards and scanned them.
Holy smokes. Power at my fingertips.
MattG was right. We didn't even get a third of the good stuff.
-EDIT-
4. What Japan Withheld WJpW
a. Japanese Demo Cards DemC2
b. Japanese Power-Up Cards PwrU2
c. Japanese e-Switch Cards eSwt2
d. Japanese Level Cards LvlC2
> M11: Magical Note Blocks 2 M11
> M12: Airship 1 / Lemmy's 2nd Airship M12
> M13: Chill Cavern M13
> M14: Inner Maze M14
> M15: Tropical Splash M15
> M16: Castle a-Go-Go! M16
> M17: FrappE Snowland M17
> M18: Frozen Fortress * (INCOMPLETE) M18
> M19: Pipe Labyrinth M19
> M20: Spiral Tower * (INCOMPLETE) M20
> M21: 60 Seconds! M21
> M22: Ropeland M22
> M23: Haunted Hall M23
> M24: Clear Skies M24
> M25: Koopahari Desert M25
> M26: Aqua Bars of Doom M26
> M27: The Gauntlet M27
> M28: Hammer Bros.' Ship M28
> M29: Bowser's Airship (part 1) M29
> M30: Bowser's Airship (part 2) M30
> S2: Classic World 1-2 S2
> S3: Classic World 1-3 S3
> S4: Classic World 1-4 S4
> S5: Classic World 2-2 S5
> P2: Coro Coro Castle / Spiked Fortress P2
> P3: Mad Dash P3
5. FAQ/Talk Center FAQT
6. Credits/Contact Information CCIC
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What Japan Withheld WJpW
Ready for the international rush? Well then, let's-a go!
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Japanese Demo Cards DemC2
Series(A) Series(J) Level Details
1 1 1-1 Speed run
1 1 1-2 Unlimited 1-Ups
1 1 2-2 Hidden Blue Toad House
1 1 5-5 Hidden Blue Toad House
1 1 7-2 Hidden Blue Toad House
2 1 3-2 Continuous Invincibility
2 1 3-4 Unlimited 1-Ups
2 1 3-8 Hidden Blue Toad House
2 1 4-2 Hidden Blue Toad House
2 1 6-7 Hidden Blue Toad House
W 1 4-6 Unlimited 1-Ups
- 1 1-4 Hidden Blue Toad House
- 1 3-3 Unlimited 1-Ups
- 1 S01 Speed run (sweet!)
- 2 6-10 Hidden 1-Up
- 2 8-1 Hidden 1-Up
- 2 7-3 Continuous Invincibility
- 2 5-1 Hidden 1-Up
- 2 6-9 Hidden 1-Up
- 2 8-1 Hidden 1-Up
- 2 3-7 ?
- 2 5-1 ?
- 2 6-3 ?
- 2 M05 110 Coins -> 5-Up
- 2 M10 ?
- 2 M21 Speed run (OH YEAH!)
- 2 1-6 ?
- 2 7-6 ?
- 2 8-Fort ?
- 2 2-1 Hidden 1-Up
- 2 2-Fort ?
- 2 2-5 ?
- 2 3-9 ?
- 2 5-7 ?
Some of these I don't quite know... if someone gets these, could they test
them for me? Thanks!
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Japanese Power-Up Cards PwrU2
Series(A) Series(J) Card
G 1 Super Leaf
1 1 Frog Suit
1 1 Hammer Suit
1 1 P-Wing
1 1 3 Super Leaves
1 1 5 Starmen
1 1 8-Item Set
1 1 5-Up Mushroom
2 1 Tanooki Suit
2 1 Starman
2 1 Cape Feather
2 1 3 Fire Flowers
2 1 3-Suit Set
2 1 4-Item Set
2 - 10-Up Mushroom (strange how they don't have it...)
W 1 Super Mushroom
W 1 Fire Flower
W 1 1-Up Mushroom
- 1 Blue Boomerang
- 1 3 Super Mushrooms
- 1 3-Up Mushroom
- 2 3 Cape Feathers
- 2 3 Boomerangs
- 2 5 P-Wings
- 2 10-Item Set (8-Item Set + Cape and 'Rang)
- C* 100-Up Mushroom (O.O)
* The "C" stands for the Japanese periodical magazine, Coro Coro Comics.
Sometimes an SMA4 card was packaged in with it, as you'll see in a few later
cards.
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Japanese e-Switch Cards eSwt2
Series(A) Series(J) e-Switch
1 1 Orange Switch: Burned enemies turn into coins
- 1 Blue Switch: Replaces 1-Ups with 3-Up Moons
- 1 Yellow Switch: Augments Luigi's flutter jump
2 2 Blue-Green Switch: Pull-able vegetables appear
- 2 Green Switch: Slows down the timer AND the music
- 2 Cyan Switch: Halves the P-Meter
- 2 Red Switch: Makes enemies harder, but more points
Ooo! Nice! Looks like Japan's got cheats! The Red Switch? The Cyan Switch? The
Blue Switch? Even... (gasp!) the Green Switch! Man, these would've been nice
to have in the U.S.! I actually require the Green Switch for one of the later
levels, seeing as it's dead near impossible without it!
Speaking of which, let's move on to...
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Japanese Level Cards LvlC2
Series(A) Series(J) Num. Stage Name Coins (A, e)
G G M01 Wild Ride in the Sky AAAA
1 1 M02 Slidin' the Slopes AAAA
2 1 M03 Vegetable Volley AAAAA e
1 1 M04 Doors o' Plenty AAAAA e
2 1 M05 Bombarded by Bob-Ombs AAAAA
1 1 M06 Magical Note Blocks AAA
2 1 M07 The ol' Switcheroo AAAAA e
1 1 M08 Piped Full of Plants AAA
2 1 M09 Swinging Bars of Doom AAAA
2 1 M10 Para-beetle Challenge AAAAA
- 2 M11 Magical Note Blocks 2 AAAAA
- 2 M12 Airship 1 AAAA
- 2 M13 Chill Cavern AAAA e
- 2 M14 Inner Maze AAAAA
- 2 M15 Tropical Splash AAAAA
- 2 M16 Castle a-Go-Go! AAA
- 2 M17 FrappE Snowland AAAAA
- 2 M18 Frozen Fortress AAAA
- 2 M19 Pipe Labyrinth AA e
- 2 M20 Spiral Tower AAAAA
- 2 M21 60 Seconds! AAAAA
- 2 M22 Ropeland AAA e
- 2 M23 Haunted Hall AAAAA
- 2 M24 Clear Skies AAAAA e
- 2 M25 Koopahari Desert AAAA
- 2 M26 Aqua Bars of Doom AAAA
- 2 M27 The Gauntlet AAAAA
- 2 M28 Hammer Bros.' Ship AAAAA e
- 2 M29 Bowser's Airship (part 1) AAA
- 2 M30 Bowser's Airship (part 2) AAA
1 G S1 Classic World 1-1 A
- 1 S2 Classic World 1-2 A
- 2 S3 Classic World 1-3 A
- 2 S4 Classic World 1-4 A
- 2 S5 Classic World 2-2 A
W C Pr Airship's Revenge AAAAA
- C Pr Coro Coro Castle AAAAA
- ? Pr Mad Dash AAAAA
Count them. Twenty-six more levels than we do. Thirty-seven total. Yes, you
can start salivating now. However, I'm afraid that the game cartridge will
only hold a maximum of 32 levels. That means that you have to say good-bye to
six levels. If you really want to have the most A-Coins (and every e-Coin), I
recommend saying good-bye to the five Star levels. One A-Coin each? Sorry, but
that ain't enough. Throw in Pipe Labyrinth, too, since that only gives you 2.
As for the rest of them... have fun, y'all.
Oh yeah, before I forget - the Toad Minigame Houses:
Color # A Minigame Prizes
Blue 30 Mining Shaft 25% chance of winning a power-up
Orange 50 ???
Red 80 ???
>>>>> Magical Note Blocks 2 M11
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 5
e-Coins: 0
Level Type: In the Sky
Enemies featured: Red Koopa Paratroopas, Green Koopa Paratroopas, Red
Paragoombas
Number of Rooms: 3
Auto-scroll: Yes
Goal: Collect the Panel
Prerequisites: None
The other Note Block level was inside an icy cavern. Now we're up in the
sky! ...Crap.
Start by hopping left and hit the block above you to nab a Power-Up. Hop past
the Red Paratroopa, then notice an almost-V-shaped formation of note blocks.
Hit where the bottom of it is supposed to be to reveal a Red Note Block.
Highjump your way to on top of it and use it to launch yourself to the high
heavens! In this area, the AUTO-SCROLL will push you to the right, but you'll
have to pull some maneuvers to grab the two A coins here! Nab the coins when
you can risk it, but make sure you don't fall off. Jump up to the first
platform, then make your way the next one, and so on. On the third, you'll hit
a block above you to collect a power-up (the Super Leaf), so use it to slow
your fall so that you can grab the nearby A COIN and return to high ground
(ish).
After landing on the higher platform, use highjumps to reach the next, higher
ones to progress towards the next A COIN. You'll have to slow your fall to
reach a few tiny platforms, but it is possible to get to the last one and
Highjump off of it to grab the coin in the air. The auto-scroll will end just
after that. Exit via the pipe.
You'll land just shy of a quartet of Green Paratroopas guarding the next A
COIN. Stomp them or evade them to grab it, then cross the short gap.
PAUSE!
Here, you have a Red Paragoomba and a sturdy platform high above with a pipe
exiting to the next area. You're going to have to Highjump off of the
Paragoomba's head while he's high in the air to reach it.
UNPAUSE!
After you land on the sturdy platform, enter the pipe and prepare for a speed
run. You should still have your Super Leaf. If you don't, it'll be impossible
to reach the A coin at the end of this room. Jump upwards to the next sturdy
platform, then prepare to multibounce off of Red Paratroopas' heads to move
forward. You'll want to slow your fall so that you can achieve maximum height
and land on the next platform, but then you have to gear up to highjump off of
three more Red Paratroopas and a Green one just under the A coin. Again, stomp
them once they're at their maximum (if you can), then slowly fall towards the
next one. After landing on the last Red one, move far right to stomp the Green
one, no matter where it's positioned. You should Highjump off of it and grab
the A COIN. Fall to the ground, then collect any coins while avoiding the
Koopa Troopa survivors there.
Exit via the pipe, then head right. After a few pits, you should meet up with
twin Red Paragoombas and a bunch of high-placed blocks. Highjump off of the
blocks to get high enough to barely touch the A COIN at the top there.
After you've collected the A coins, head right to reach a weak platform. Land
right, then bounce off of the two Red Paratroopas there (and three tiny
platforms!) to get back onto solid ground. Kiss it gratefully, then run right
to get the goal.
<><><><> COURSE CLEAR! TOTAL A COINS: 54 TOTAL e-
COINS: 03 <><><><>
>>>>> Airship 1 / Lemmy's 2nd Airship M12
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 4
e-Coins: 0
Level Type: Airship
Enemies featured: Bullet Bills, Rocky Wrenches, cannons, Rocket Engines, Lemmy
Koopa
Number of Rooms: 2
Auto-scroll: Yes
Goal: Defeat Lemmy Koopa!
Prerequisites: None
Airship. Yay. Not that hard. Whilst your last Airship e-level was mostly
winding, this one's more straightforward. As in, you move forward in a more-or-
less straight line, travelling forward,
You'll begin at the stern of the ship, and the AUTO-SCROLL will begin
automatically, of course. Move past a Bullet Bill, then a Rocky Wrench, then a
fixed cannon. Collect the ?-Block, then move upwards as quickly -- but
carefully! -- as possible, avoiding flying wrenches. At one point, you'll have
to navigate across a pit with only bolt platforms to land on. Move the lower
one as much as you can to the right in order to place yourself next to an A
COIN.
Your problems are going to multiply in the form of Rocket Engines. Carefully
make your way past the four Engines and the four Bill Blasters. Collect the ?-
block quickly to avoid getting shot, then make your way around a rotating
cannon. Another rotating bolt platform will appear ahead. Spin it to the right
in order to nab the second A-COIN.
Now, this third one is a bit tricky. Move past another rotating cannon system,
then move upwards past the Rocky Wrench. Here, you'll have to collect the
power-up to the left, then rush to the far right and hit the rotating bolt
from underneath in order to have it spin towards the left. Quickly, jump up to
the top of it and jump upwards. You'll nab the third A COIN above there.
If you can, quickly drop downwards under the rotating bolt and run to the
right. If you can't you'll be trapped unless you can jump over the wooden wall
towards the right. When you do, though, watch out for that Rocky Wrench just
nearby! After passing two more Rockies and another fixed cannon, you'll appear
at the pipe. Instead of going down it, however, instead go past it to the bow
of the ship. You'll see a lone A COIN hanging out the back. Use careful
jumping to set the rotating bolt platform enough on both sides so that you can
jump off of the left side of it and make your way up and around to the right
side. Here, keep it pushing in orde to grab it. Once you do, jump back and
head to the Warp Pipe. Defeat Lemmy with three stomps, but watch out for his
balls of fury!
Oops, that came out wrong...
<><><><> COURSE CLEAR! TOTAL A COINS: 58 TOTAL e-
COINS: 03 <><><><>
>>>>> Chill Cavern M13
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 4
e-Coins: 1
Level Type: Ice Cave
Enemies featured: Goombas, Buzzy Beetles, Red Spinies, Red Paragoomba, RS
Buzzies/Spike Tops
Number of Rooms: 3
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
This level splits between an above-ground iceland and an underground Beetle
hive. Joy. Half of the level is the Cavern. All of it is Chill.
At the very beginning, jump on the trampoline to nab the few coins there, but
PAUSE!
Notice that you can't grab the trampoline since it's in a hole. That info will
come in handy very soon...
UNPAUSE!
Enter the pipe to go underground. Stomp the Goomba, but then go to the left.
Watch out for the Spinies and Buzzies on the ceiling! Trick them into falling
by standing at the edge of the higher ground. Then make your way left and hold
onto the green trampoline. Hold it, then have a Buzzy or a Spiny toroll
towards you. Highjump off of it while holding on to your trampoline to land on
the cave ledge. Now put the trampoline down on the ledge, then highjump off of
it to the left. You'll grab the first A COIN, and put yourself in a position
to grab a ?-block.
Run down and to the right, avoiding Goombas and other creatures. After you
pass under the pipe you just entered, defeat the nearby Goombas to clear a
little runway. You'll want to fly your way upwards and enter that right-most
pipe. This'll bring you back up to the surface. If you don't have a flying
upgrade, try looking around the nearby blocks (with 2 hidden ones!). Once
topside, jump via the trampoline over the ice wall. Run as fast as you can to
the right, then duck under the ice wall. You should slide under it. Stand to
get pushed forward to a little crevasse. If you get pushed back instead, don't
fret. Just move towards that crevasse. Now,in order to grab the second A COIN,
you'll have to push your back against the ice wall to thr left, then run right
and duck so that you're under the ice wall. Once you're just a little bit
under it, rapidly jump while holding Right on the Control Pad to advance
(teehee!) slowly to the Coin. Just break the blocks nearby to escape that
prison.
Avoid the pit, but then broad jump onto the huge ice wall. Grab the
trampoline, then kick it off the ledge so it lands to the right. Head back,
then run under the low wall again to nab more coins. But look ahead! It's
another e-COIN! Do the same thing you did before with the last A Coin to nab
it! Congratulations! Now break out and escape down the nearby pipe.
Back under ground, watch for the Spinies and Buzzy Beetles above and below.
Head right, and carefully navigate the narrow platforms over the bottomless
pit. After another Spiny (on the ground this time), you'll come across a
platform with slopes. Spinning Buzzies and Spinies will come at you by sliding
these slopes at high speeds. Watch out for all five of them! After another it
and a few Goombas, you'll come to several octagonal-shaped platforms with
Spike Tops on them. Those Paper Mario fans will recognize them as R.S.
Buzzies. If you have an attack ability (Tail, Cape, Hammers) knock them out in
order to safely grab the next A COIN. Position yourself on the lower rock,
then run, jump, grab it, and land on the next one. If you don't have an attack
ability, be very careful in this part. If you're Super Mario, you can risk
getting hit here, since the end is near!
However, there's still one last puzzle to complete in order to get the last A
COIN. Once you return topside, you'll appear near the goal. Head right a tiny
bit so that you can see the last A Coin, then hop down the pipe nearest it.
You'll come out near a P-Switch. See the solution yet? Hit the switch, then
run back up the pipe and into the "cage" to collect it before time runs out.
Then head straight for the goal. Easy, no?
<><><><> COURSE CLEAR! TOTAL A COINS: 62 TOTAL e-
COINS: 04 <><><><>
>>>>> Inner Maze M14
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 5
e-Coins: 0
Level Type: Grass Land adventure
Enemies featured: Green Koopa Paratroopa, Red Koopa Paratroopa, Red Koopa
Troopas, Lil Sparkies, Hotheads, Spiny
Number of Rooms: 8
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
Tanooki Suit enthusiasts, get ready to get your groove on. This level is
dedicated to the Tanooki Suit and to those with photographic memories. Yep.
That's right. Inner Maze is a trippy maze filled with Tanooki Suit puzzles and
doors to nowhere. Memorization is key in this level, and so is the Tanooki
Suit!
Now, this level plays out two ways: [[1) you come in with the Tanooki Suit]],
or 2) you come in without it. Every [[bracketed]] text will relate to special
objects accessible only with the Tanooki Suit. For instance, when you first
enter the level, [[there'll be a set of four stone blocks just over the first
bridge when you activate statue form, when]] there's nothing there usually.
After jumping over a few pipes, you'll arrive at the main attraction: a giant
building with TONS of doors. Enter the first one you can, then head for the
other door. Jump across the small platforms and enter the next door. Here, go
up and to the left, collecting doubles of coins until you get to the door. Nab
the upgrade, then enter the same door and drop to the floor. Gather enough
speed to fly, then make your way up the tall shaft to the right. See the A
COIN inside a bubble? Remember from Super Mario Advance? The bubbles? Three
tosses pops the bubble? Well, you need another thing to toss in order to grab
the A coin. Head outside through this door, then pull up the Veg and reenter.
Hit the bubble with it and it'll shrink. Hit it with the other two Sprigs
there to pop it and nab the coin.
Exit through that door, then jump up one level so you have access to the coin
cache. Enter the nearby door to return inside. Make your way up until you
reach a larger room, where you have alternating "steps" of blocks. Climb
upwards to reach the top floor, where there stands a door and a !-Switch.
PAUSE!
The trick here is to hit the !-Switch, then use the three blocks on the "step"
beneath you to run and jump up to the top of the wall to the right.
UNPAUSE!
Hit the switch, then drop down, hugging the left wall, then run to the right
to charge your P-Meter. It'll never fully charge, but you should build up
enough momentum to jump, scrape up the right wall, and land on top of it. Then
you duck and jump off, aiming for the right wall and the door. Perhaps (if you
don't have the Cape Feather or Super Leaf powerups) you should wait until
the !-Switch ends before you jump off, otherwise you'll bump up against it and
fall all the wy to the bottom. If this happens, enter the door you came in
through and repeat. Now if you make it through the door, you'll find yourself
in a wrap-around room, which, if you have the Super Leaf powerup, you can use
to run to the left and up-up-and-away yourself to another A COIN near the next
door. Or you can simply jump up the small, Koopa-patrolled steps. BEWARE: the
Red Koopas don't fall off the steps, so they can turn around and bite you in
the butt if you're not careful. If the next platform doesn't seem reachable,
jump far to the left and the wrap-around will take care of the rest.
Enter the nearby pipe to appear near a strangely familiar place - yeah, you've
been here about 30-90 seconds ago. Enter the door to appear in the !-Switch
room again. ONLY THIS TIME you have to enter the door NEAREST you. This'll
take you back outside, where you'll drop onto a stationary cloud. Jump to the
far left and you'll find those tooth-shaped cloud formations. Use them to
head upwards until you reach the top of the green building. You'll see a trail
of coins heading off to the left. Hmm... What do you do here..? Start at the
right, then run to the left to charge your P-Meter and use the Raccoon Suit to
follow the coins until they end at a red structure floating in the sky. Enter
the door, then head all the way to the bottom to find a giant ?-Block. Pop it
to claim the Tanooki Suit! Sweet. Now to put it to use. See the 1-Up Shroom
hangin' out in the stony prison cell? See the two stone brick blocks near the
top? Use the Statue form of the Tanooki Suit (Down + B) to crash through those
blocks. Noice. So let's get those last three A Coins before we finish the
level!
Exit the Tanooki room, then charge your P-Meter to dash off to the right and
land once again at the top of the structure. See the door on a platform just
before you? Jump off the left end of the top of the building, but then float
to this door. Enter it and you'll be near another A COIN. NOW... I'm unsure
exactly how you get in there, but I'm sure you use the Statue form to break
the golden blocks here. Then it's a P-Meter dash to nab it in the air.
Exit this room, then jump and hover off to the right. There should be another
door on another platform near the right edge of the building. Enter it for the
next challenge.
PAUSE!
Inside this room there are a bunch of Lil Sparkies and Hotheads patrolling the
area. Beware them all! You still need the Tanooki Suit to get two more A Coins!
UNPAUSE!
Statue-stomp the three stone blocks blocking (hehe, a pun) access to the
labyrinth. The A COIN is inside another stony cage near the bottom, guarded by
a single stone block and a Lil Sparky, as well as other flaming balls of
plasma near it. Break the block, then evade the Sparky as it escapes out of
the cage. This should give you ample time to grab the coin and escape before
it comes back inside. Once you grab the coin, head towards the top of the room
(not back the way you came, but straight up) to exit the room.
Upon exiting, you'll find yourself free-falling. That's okay, because the last
A Coin in in a chamber at the bottom of the structure. At the right edge of
the structure, near the ground, is the door. Enter it, then use the Tanooki
Suit's hover and tail-swiping abilities to dispatch the Paratroopa and cross
the gaps to get the last A COIN.
Exit the way you came, then RUN RUN RUN to the right! You're most likely
running short on time at this point, so jump over the golden and stone blocks
(holding a Spiny hostage) and get to the goal. Now wasn't that a fun little
level? I'll bet it's gonna be your favorite.
<><><><> COURSE CLEAR! TOTAL A COINS: 67 TOTAL e-
COINS: 04 <><><><>
>>>>> Tropical Splash M15
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 5
e-Coins: 0
Level Type: Aquatic
Enemies featured: Green Cheep Cheeps, Red Cheep Cheeps, Pile-driver
Microgoombas Lava Lotuses, Rip Van Fishes, Jeletros
Number of Rooms: 7
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: Super Mushroom or higher recommended; Cyan Switch recommended
Frog Suit? Included. Cape Feather? Present! Rip Van Fish? Sure. Jeletros?
JELECTROS!? "Oh, no!! Not again" you may think. THANKFULLY, there's not an
endless sea of them. And no auto-scroll to complicate the whole thing. Great.
Well, ain't it a nice day for a swim?
Start by jumping over a pond with three Cheep Cheeps (multibounce on them to
get more points, if you want), then you'll reach a sort of a strange
structure, with a Cape Feather inside and a P-Switch outside.
PAUSE!
Now, this puzzle is kinda tricky. It requires you to hit the switch, drop down
a pipe, swim through a VERY small room, come back out via another pipe, and
jump up through blocks-turned-coins to reach the Feather before time runs out.
UNPAUSE!
Hit the switch, then drop through the pipe at the right-most base of the
structure, then swimm hard left, up the pipe, and back out to the inside of
the structure. AS LONG as you have a block-breaker upgrade (Super Mushroom,
for instance), you only need to jump up to the first platform, just past the
two coins there. If you have more time left, collect the other two and jump
through to collect the Cape Feather, which will come in handy shortly! And, oh
yeah, collect the A COIN while you're at it.
If you fail or if you succeed, just exit the structure via the pipe on the
right, then swim out. You'll end up outside, just next to the resurrected P-
Switch.
If you've succeeded, now hit the switch again and head right, collecting as
many rings as you can and smashing a Microgoomba. Jump over another pool, then
hop over the tower ruins while evading Microgoombas (three on the second set
of bricks). On the fourth tower, the one that rises really high and contains a
few half-blocks and a pipe, run srtaight to the right onto the sloped blocks.
You'll run along them and end up making it to the other side of the tower.
Just beyond is another pipe, which you'll go down INTO THE OCEAN... (I love
that song! ^.^)
Going down this second pipe will lead you to an underwater level; but, more
specifically, it leads you to a Frog Suit upgrade. Nab it. The Cape Feather
isn't needed down here. Sorry... Swim through the flippers and swim downwards,
avoiding the Cheep Cheeps and the Lava Lotuses. If you an keep the Frog Suit,
more power to ya! At the bottom is a pipe that lets out a jet-stream. Going
through it will land you nicely next to the second A COIN.
Exit this room and enter the other pipe at the bottom of the first underwater
tunnel. You'll end up in another underwater ares, at the bottom of this shaft.
Now it gets kinda tricky. You'll have to use the Frog Suit to maneuver around
Rip van Fish, Jelectros, and Cheep Cheeps. Rip Van Fish, for those of you that
haven't met them before, awaken when you get near them, and then they attack
you. The only cures are a thrown hammer, a fireball, or running away fast
enough to make them tired. At many points, you'll be tangling with them, but
the improved swimming abilities of the Frog Suit can help you evade trouble!
At one point during your evasion fo the enemies, you'll have to invade a Rip
Van Fish's home to grab an A COIN. Be quick and nimble!
After the A Coin, you'll start seeing Jelectros. If you're lucky enough to
have the Rip Van Fishes off of your tail, you can take the next area slow.
Otherwise, evade the moving Cheep Cheeps and the stationary Jelectros enough
till you reach the top. Several power-ups are strewn around this section, so
if you're in dire need, nab one. The Frog Suit's usefullness in this level
ends as soon as you exit via the pipe above into the outside world once again.
After this point, too, the only two ways to die are by drowning or by running
out of time!
Now this part gets pretty technical. Nab the Cape Feather (yay!) and jump to
the left. You'll see a few sloped-blocks floating in the air. To the far left
is an !-Switch. Hitting this will force blocks to form in certain places, such
as around the slope blocks. Hit it, then run back to the new formation there.
Run to the right to build up speed (Cyan Switch helps here!) and then jump to
liftoff once Mario/Luigi is on the top of the structure. He'll take off and
start flying! Try to follow the coins in the sky to reach some stable
platforms. The pipe here, however, is NOT the goal. You'll have to hit the
next !-Switch and jump up high enough to land on the trail above, then make a
run for it along there. You'll pass an A COIN, but we'll get it soon! Stop as
soon as you reach the pipe, but then JUMP onto the last brick block, just over
your head, before the timer ends, and stay there. You'll end up standing on a
solitary block once the timer stops. Then jump to the left and fall slowly
enough to make it to the "cage" wherein the A Coin is. Use the Cape to slow
your descent as you FALL to the RIGHT side of the cage and swing the Cape to
break s few blocks. IF YOU ARE LUCKY, you can move right into the A Coin and
collect it. If not, repeat the second !-Switch run. After you successfully do
it, you'll have to make your way to the top pipe and enter.
Now the goal is in sight! Just one last A COIN to get, involving a free-fall!
Jump off the crevasse and follow the coins in midair to collect them and the A
COIN. You'll end up landing next to a small pyramid, which you'll have to jump
over in order to reach the goal! And with the Cape Feather, too! Yes, you can
replay this level in order to END WITH THE CAPE FEATHER ACTIVATED in case you
want to enter with it into another level.
<><><><> COURSE CLEAR! TOTAL A COINS: 72 TOTAL e-
COINS: 04 <><><><>
>>>>> Castle a-Go-Go! M16
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 3
e-Coins: 0
Level Type: Fortress
Enemies featured: Spinies, Red Koopa Troopas, Thwomps, Munchers, Kuribo Goomba
Number of Rooms: 5
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
Great, another Fortress level. Well, really, Castle a-Go-Go! actually tries to
turn over a new leaf by paying tribute to the Kuribo's Shoe. Well, how else
did you expect to get around the TON of spikes if you have only wimpy plumber
feet? And how do you even do it WITH the Kuribo's Shoe? You're about to find
out!
Enter the pipe, but then DON'T PUSH ANY BUTTONS! You should land on a P-Switch
over spikes, but be saved by the platform that appears! RUN, RUN, RUNNN to the
right, following the silver coins in order to jump over a gaping hole in the
road. Enter the pipe, ignoring the A Coin back there for now. Drop down in the
next area and head down and to the left, evading the spikes. Then head right,
jumping over the Spinies and the bottomless pit of instant death. Head up and
to the right into the pipe just past the first Red Koopa Troopa. Enter the
door immediately to the left and then make your way to the brick block at the
end. Inside pops out a Kuribo's Shoe! Yays! Now use this new power-up to head
back to the beginning area (K.O.ing enemies along the way) and nab the first A
COIN!
BTW, in the second castle room, head right by the first pipe to access a
treasure trove of 69 free coins!
In the second castle room, head back to the Spinies and just a bit past. Jump
through the holes above and make your way to the left, then hit the P-Switch.
This'll cause the brick block top the bottom left to liquidize into a coin.
Hurry through and then jump to the right to access an alcove with the second A
COIN! Make your way down and right quickly enough to escape falling forever!
Enter the pipe just above and head right over the gaps. Here, evade the Thwomp
trap by jumping over it. (SECRET: highjump off of the Thwomp in order to get
really high. Up near the ceiling is an invisible block containing a 1-Up
Mushroom!) The next gap and Thwomp trick requires you to multibounce off of
the Twomp in order to cross the gap. The third Thwomp ahead will take a few
tries in order to highjump off of it and head up. The next Thowmp will as
well, but then you'll have to face double trouble with two Thwomps! Trick them
into attacking, then highjump off of the lower one in order to get past!
Ignore the pipe for now, but head left past the Red Koopa Troopa. The next set
of Thwomps is trickier, meaning you'll have to have the bottom one attack
first, then wait long enough to jump to trick the second one. Then trick the
bottom one out again and highjump off of him. At this point, the Kuribo's Shoe
has fulfilled its purpose, but you might want to keep it for a bit. Watch out
for the last Thwomp and head forward down this passage in order to collect the
last A COIN here!
Return to the pipe I told you to ignore and head through it. Jump over the
Munchers and the Kuribo Goomba (a bit repetitive, I know) and hit the goal
just past there! *sigh* Ya made it!
<><><><> COURSE CLEAR! TOTAL A COINS: 75 TOTAL e-
COINS: 04 <><><><>
>>>>> FrappE Snowland M17
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 5
e-Coins: 0
Level Type: Wintery level
Enemies featured: Bumpties, Amazing Flying Hammer Bro., Red Koopa Troopas,
Buzzy Beetles
Number of Rooms: 5
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: Fire Flower recommended
Just when you thought it couldn't get colder... Well, FrappE Snowland does
stand out as a stong ice level, especially since it packs surprises such as an
Amazing Flying Hammer Bro, the oh-so-coveted 3-Up Moon, and... BUMPTIES!?
Collect the first ?-Block as you run and jump to the right, then bump the
Amazing Flying Hammer Bro (*glee!*) underneath to knock him out (aww!). Use
his master-less platform to reach the icy stairs up to the left, which leads
to a pipe in the sky. Get the power-up along the way - If you don't have the
Fire Flower, you better make sure you get it and hold it. Enter the pipe and
then WATCH YOUR STEP. If you use the fireballs, you'll burn off blocks in the
ice, which you need to keep your step. Head to the right to see the A COIN
underneat some ice blocks. The trick is to burn the CORRECT BLOCKS without
falling off into the endless pit of death. So, burn the rightmost of the two
blocks containing coins, then burn the rest of the blocks to the right of that
in the following order, starting from the top, going left-to-right:
1st row: 1st, 2nd, and then 3rd
2nd row: 1st and 2nd
3rd row: 1st only
4th row: none
Then just jump to get the coin.
To get out of here, just to the other block containing the coin (which you
didn't burn yet, right?) and escape. Outside, head past the A.F.H. Bro. After
crossing a spinning (horizontally) "block bridge" straight out of SMW, you'll
see another Bumpty, followed by a ?-Block over another bridge. Now, after this
you'll need a Super Leaf, so hope that the ?-Block holds one. After crossing
this bridge, you'll need to run/slide to the right (over a block bridge!) and
charge your P-Meter. Once you have a full meter, you can lift off and reach
the A COIN blocked from below by donut blocks. Use the coins to line up your
flight path.
NOW, after getting the A Coin, go back and try as best as you can to repeat
what you just did. Run, take off, then fly as high and as far as yuo can to
the right, landing on the top of the large ice structure. Mmm-mmm! 3-Up Moon!
Take it and enjoy.
Now that you have the Super Leaf at the top of this structure, you can slowly
fall to the right to approach the pipe that'll take you to the next area. If
you won't start this little stretch near the 3-Up Moon, you'll want to VERY
CAREFULLY time your jumps so that you don't fall off. Super Leaf is
recommended at this part, seriously. Now, after entering the pipe, you'll have
to overcome several block-bridge and ice-platform obstacles. Jump up the
grabable blocks onto the first bridge, then get to the other bridge and jump
over to avoid the Munchers. Make your way to the right, until you start to see
donut blocks. Head to the sideways block bridges to grab coins, among them an
A COIN.
Pass that, you'll have to cross more block bridges, avoid Bumpties, and time
your jumps to not fall into the infinity. When you get to a point where you
see three donut blocks together, stand on the middle one and let it fall, then
stand on the one to the right and fall through with it. Grab the A COIN, but
then jump off to land on the ice block. Jump upwards to escape this pit.
Now, it's a mad dash to the next pipe. Hit the block bridges, all the while
avoiding Buzzy Beetles on the ceiling that'll fall right on your hat. Enter
the pipe, then head LEFT instead. Grab some coins, then jump across to a
snowy hill with the last A COIN.
Now run right, getting coins and avoiding Bumpties, and making one last jump
across a gap to get to the exit pipe. Then run to the right, jumping over the
last Bumpty. And you're out. Finally.
<><><><> COURSE CLEAR! TOTAL A COINS: 80 TOTAL e-
COINS: 04 <><><><>
>>>>> Frozen Fortress M18
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 4
e-Coins: 0
Level Type: Ice Fort
Enemies featured: Munchers, Lakitu, Buzzy Beetles, Thwomp, Dry Bones, Boo
Diddly, Boom-Boom
Number of Rooms: 6
Auto-scroll: No
Goal: Defeat both Boom-Booms!
Prerequisites: Super Mushroom or Fire Flower activated
The last Ice level... inside a fortress. Lakitu, Munchers, and tight passages
will challenge your every advancement, not to mention the double-dose of Boom-
Booms awaiting you at the end! Fire Flowers ready? Let's light up the night!
You'll begin in a long passageway above the castle on a cold winter's night
under attack by Lakitu. Run to the right, avoiding his Spinies and the Spiny
Eggs, and be careful of holes and changes in terrain. You may or may not be
able to gain enough speed to dash over the small one-tile-wide holes along the
way, so jump over barriers as much as you can until you reach the entrance
pipe. Inside, collect the power-ups (make sure you get a Fire Flower!), then
jump over the gap. Torch the frozen lucre surrounding the first A COIN and
grab it.
Now, to get to the next area requires a bit of tricky planning and Flying.
First you have to melt the ice blocks containing coins, which will open up a
path to your right. Now, grab a Super Leaf and RUN to the right, building up
your P-Meter. Once you come to a pit, jump and fly up to the right, evading
Boo Diddlies and making sure to not stop until you reach the pipe above.
Enter, then...
...Whoo, okay, I've never gotten past this particular challenge (yet) but I
think I know how to do this...
PAUSE!
Now you are in a room where there are Buzzy Beetles just doin' their thing
above you, and a LONG, LOOONG line of Munchers ahead. I think the solution
is... Knock out a Buzzy Beetle, then grab it and as quickly as you can hit a P-
Switch near the top of the area, then take the Beetle and run to the right,
letting go of it in time to knock through some of the Munchers that'll turn
into coins. HOWEVER, YOU HAVE TO RUN RIGHT BEHIND THE BEETLE'S SHELL,
otherwise it disappears from view and the Munchers out of your sight survive.
*sigh*
UNPAUSE!
Jump up the ice culverts above you, then knock out the first of the Beetles.
Continue upwards, where you'll find the P-Switch and another Beetle. Hit the
switch, then jump downwards and make the first Buzzy retrat into its shell.
Grab it, then jump down. Hurry! Once you hit the bottom, start to run to the
right, then, a second before you run into the Coins there, let go fo the shell
and it'll ram into and collect them. Follow behind it, but don't feel
discouraged when it disappears from view, AND DON'T ENTER ANY OF THE PIPES
UNDERNEATH YOU. If you've managed to get through the Muncher line without a
single one of them surviving, great! Otherwise, just hope that you get to the
point where a large opening appears above you. Here, there are two invisible
Note Blocks that you have to use to catapult upwards to the next A COIN. Grab
it, of course.
NOW, PAUSE!
You may have noticed earlier in the Muncher-run that there are other openings
over your head. Well, if you've accidentally gone into these openings, you'll
notie that "oh, there's another, safer way towards the right", and then you
jump there and find that an invisible block now, er, blocks your way forward.
Darn. HOWEVER, those passages are meant for you to travel BACKWARDS, from the
last A Coin to the next one.
UNPAUSE!
From where you got the last A Coin, head to the left. Drop through the first
hole, BUT then hit the ?-Block to make a power-up appear. IF you didn't
successfully destroy every Muncher, this power-up (which will be a Mushroom if
you're Mini-Mario) will be a lifesaver during the next section. Let it fall on
top of you, then run and jump left and eventually you'll grab the next A COIN.
Now, drop to where the Munchers were, BUT DON'T ENTER ANY OF THE PIPES
UNDERNEATH YOU. Run to the right, and get through the last bit of the line
after the Note Blocks. IF there are any Munchers remaining, you'll have to (as
Super Mario, or another "Big" Mario power) duck-jump to land on top of them,
there by deactivating you and returning you to Mini-Mario form. HOWEVER, if
you have third-tier power-up (say, Fire Mario, or anything other than Super
Mario or Mini Mario), you can try to duck-jump your way through the survivors
while you have the temporary invincibility you get anytime you lose a power.
ALSO, if you have a flight power (Raccoon Suit, Tanooki Suit, Cape Feather),
you can try to charge your P-Meter until you get to that point and try to soar
above the Munchers (while ducked, of course - it IS possible!) and thereby NOT
lose your power. Any way uou do this, you MUST come out the other side in
order to get the last A COIN. Run and jump to get over the ice blockade, then
enter the pipe to claim your prize.
Now to get out. You have to pull a similar trick to what you did before for
the Munchers if you have a "Big Mario" or a similar power-up, but you'll still
have to clear that high wall. IF you managed to make it through with a Fire
Flower, you'll be able to burn two coin-carrying ice blocks and simply jump
through. If you're Mini-Mario, you have to run and jump up to the top of the
wall. EITHER WAY, you'll have to avoid a Boo Diddly ahead of you and a Boo
Diddly behind and below. Make your way down to the right and enter the pipe.
This'll take you to BOOM-BOOM's room, where you'll have to face TWO OF THEM!
Focus on one at a time, since their "pinch mode attacks" (when they only have
one hit left, they'll go on a frenzy) can be quite difficult to negotiate on
ice. But you can do it! YOU MUST!
Has anyone actually gotten through the Muncher-run and gotten every single A
Coin? Please contribute your own runs here. Contact information is at the
bottom of the FAQW/WT.
<><><><> COURSE CLEAR! TOTAL A COINS: 84 TOTAL e-
COINS: 04 <><><><>
>>>>> Pipe Maze M19
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 2
e-Coins: 1
Level Type: Desert
Enemies featured: Fire Snakes, Lil' Sparkies, Hothead
Number of Rooms: 3
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: Super Mushroom activated
From a frozen fortress to a bridge under construction in the desert - what a
strange change of scenery. Nothing unfamiliar to Mario, though, eh?
Start the level heading right. The blue blocks at the beginning will clue you
in on how this level is played. In fact, in order to get the e-Coin, you will
have to find FOUR ICE BLOCKS and use them to open a passage way to it - there
aren't any Koopa Sheels to shortcut this, however! In order to be able to make
it to that door in time, you must get a powerup that'll destroy several stone
blocks blocking the route. This could very well be a Tanooki Suit problem, but
you'll see that another upgrade will be just as suitable.
In fact, as you head right, you'll bump up against 'Yoshi's Island'-style
flippers blocking the path. Drop through the hole in the pipe and head
downwards. As soon as you hit bottom, head right and up and you'll see one of
those important ice blocks and the blocked path to the "puzzle". We'll be
there soon, so run to the right and down until you reach the green pipe. Enter
it to reach an underground storage shed, full with stone blocks and coins
galore. And guarding them would be three Lil' Sparkies and one Hothead. Evade
damage as you head right, then break through the gold block near the end and
jump through. Keep going right to finally reach a giant ?-block, containing
the all-powerful... Hammer Suit! Yes, this baby's hammers will cut right
through stone, so use it to your advantage when raiding the place. Don't lose
it, though! It's super-important!
Exit via the pipe, then run up and right so you can find those stone blocks.
Carefully aim to throw hammers at them to cut through them, then grab the
FIRST ICE BLOCK (down to your right) and run and jump up. Once you see the
other ice block, turn left and kick the one you're holding towards the golden
bricks that make up the "puzzle". Make sure that you're on flat ground when
you do so, so that the ice block doesn't end up crashing into the barricade of
spikes. Then grab the SECOND ICE BLOCK and do the same. Jump up over the
spikes and through another pipe breach to find the THIRD ICE BLOCK, and return
to the puzzle to knock another one away. Run straight to the right from there
and jump though the breach at the end to find the FOURTH ICE BLOCK. Destroy
the last gold brick, then jump over the spiky barricade and fall though the
narrow passage to reach the door. Enter it and claim your prize, the e-COIN!
Exit the small chamber, then head through the flippers. Return to the storage-
shed's pipe, then head straight up. Go through several small chambers and head
right to end up following a no-outlet passageway with a Fire Snake and several
coins. Cut through him with your hammers, then head onward to nab the A COIN
that you saw near that pipe.
Make your way back to the "puzzle" and head up and to the right of the third
ice block. Dispatch another Fire Snake, then run and slide under the low wall.
Run to the left and take off THE MOMENT YOU ARE STEPPING ON THE LAST TILE ON
THE PIPE, the strangely-embroidered one. You'll jump up through another breach
in the pipes and position yourself right next to the other A COIN. If you end
up missing the exit hole, you'll have to either drop through the hole below
you and make your way back there again, costing you a BUNCH of time lost, or
charge your P-Meter and jump back to the ledge without falling through the
hole below you.
After finally getting the A COIN, run right through the flippers (charge your
P-Meter!) and then take off to jump a large gap as SOON as that platform ends.
You should end up landing on another one, but use your momentum to jump over
the wall that's up THERE and reach the other side of the final barrier. From
there you can collect more coins and evade two more Fire Snakes before
dropping through another pipe breach and running right. You should end up
right by the goal. Now wasn't that a fun little level?
<><><><> COURSE CLEAR! TOTAL A COINS: 86 TOTAL e-
COINS: 05 <><><><>
>>>>> Spiral Tower M20
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 5
e-Coins: 0
Level Type: Spiral Tower
Enemies featured: Red Koopa Troopa, Green Koopa Paratroopas, Boo Diddlies
Number of Rooms: 7
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
Remember the World 5 Tower? What a unique level, huh? Well, unfortunately,
this level is a bit unique too... I mean, whoever would think about starting
at the TOP of the tower and head to its base... and further downward?
And stranger still, you start IN THE CLOUDS. Head right, being careful to
avoid getting knocked to the distant earth by the windmills. Careful timing
and jumping will be required, but don't forget that the windmill you're
standing on is also going to flip. You'll get a break, though, after
traversing six windmills, in the form of a solid (?) platform. But then, SMW's
worst nightmare returns... the block-mobile. Yuo step on this, and the blocks
move in a predetermined path, but if you don't move with it, you'll fall off
of it! Land on it, then follow it around, evading Koopa Paratroopas as you go.
When the blocks start to go up or down, stand on the column and you'll be sent
up (or down) along with it, thereby saving the need for timely jumping at
the "last second". Wait until the next solid platform of clouds (yeah, it
confuses me too) appears directly in front of the block-mobile before you jump
onto it. These next platforms look like windmills but act like seesaws: stand
on one end to sink, adn the other end rises. Use this to get up, but then use
the topmost one to get acess to that A COIN. Just run up the makeshift slope
and jump to get it.
At the top of the seesaw objects, get onto the next block-mobile (ugh) and use
it to go forward. Avoid the Paratroopas as you go, and please avoid falling.
Eventually, you'll see towers made of golden bricks, with a pipe eventually to
the right on the second, large tower. Enter it, then enter the pipe on the
other side. You'll drop into a rather large wrap-around room, which helps you
get to the bottom easily. Avoid the spikes, and use the platforms to get
aroudn tight spots as you make your way down. If it seems like you can't go
on, head off the edge of the screen and that'll help a lot. Along the way,
you'll see an A COIN, which you should grab, of course.
Keep going down, until you reach spike-and-platform puzzles with an
overhanging spikes. Duck under the overhangs while riding the platforms to
avoid getting skewered, then jump off quickly to safer ground when you can.
Eventually, near the bottom, you'll find a small cage with the next A COIN and
a Red Koopa Troopa inside. Highjump off the Koopa to get the coin, then land
outside to avoid getting spiked.
Drop down to the bottom and enter the pipe to escape this spike-fest.
Afterward, avoid the Boos and head right to come to another crossroads: do you
enter the pipe, or do you try to fall to the other side of the platform? Well,
the pipe leads to the exit, but I don't know how to get past the platform. I
DO, however, know what lies behind it... another pipe.
If you can get to this pipe, it takes you to a cave area. Obviously under the
tower itself. But the pipe drop you onto donut blocks, and you'll fall through
after a second. You want to jump to the left culvert after three levels, where
a door takes you to the next area. In this room use the Red Koopa Troopa to
break a TOn of blocks, but never let is out of your sight. This is a problem,
becasue that means that you have to follow it and, occasionally, stand in its
line of fire. Eventually, though, there ar esome block that won't break. How
to get past that, I don't know, but it DOES lead to another A COIN.
Now, either way, there's a lone block above that creates an extending vine
when hit. Climb it to get that last A COIN.
Now, if in the previous room you didn't make it to that door, you landed on
top of other donut blocks over lava, and then you jumped out of the danger
zone next to a door, right? Well, this door leads to the same next room, but
to a separated section. If you jump off to the right of that vine-producing
block, you'll land in this one-way section. That pipe takes you out to the
exit, but chances are you haven't gotten each of the A Coins either. Darn.
Anyone who knows how to get through this, can you please help? Contact
information is at the bottom of the FAQ/WT.
<><><><> COURSE CLEAR! TOTAL A COINS: 91 TOTAL e-
COINS: 05 <><><><>
>>>>> 60 Seconds! M21
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 5
e-Coins: 0
Level Type: Fortress
Enemies featured: Boo Diddlies, Thwomps, Maces
Number of Rooms: 2
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: Green Switch activated required
First problem: you have 60 realtime seconds to complete this level. Crap.
Activate the Green Switch and your life will be SO much easier (even though,
annoyingly, the music will be slowed down, too)!
Second problem: you have to collect every A-Coin on your way to the goal.
There is no margin for error on this level.
Third problem: insane jumps and tiny gaps galore plague you on the way to the
end. You have two choices then: 1)stay mini Mario in order to be able to
squeeze through such gaps between Maces and the like, or 2)don the Hammer Suit
in order to get three strikes for hits. If you get either of the flight power-
ups, your longjumps will be considerably slower, as will your recovery. This
will, however, allow you three strikes, as well, so be sure you don't fly too
often.
Fourth problem: Starman doesn't last long enough. By the time it runs out, the
hard parts approach. Man.
Run right over the converyor belt, and avoid the Thwomps overhead. Use short
jumps to get past their shadows, and don't get hit. Notice how as you get
farther in, the ceiling gets closer? Just run run run, little plumber! Jump
following the coins, avoiding Thwomps, and coming into a field of Boo
Diddlies. Jump high, slide under, hop low, and do anything to get past the
Boos. After most of the Boo field, you'll find the A COIN suspended in midair
above a Boo. Grab it, then hop again to get out of the Boo field.
Keep going to the right, and now you have walls to think about. Jump, slide,
jump, jump on top of the next wall, then jump over to clear that. The conveyor
belt on the other side of that can make it difficult to get the A COIN above,
so make sure you're at top speed to reach that thing.
Keep running right, you'll runn up wand around walls. Past that little bit,
you should see the next A COIN in a path in the ceiling. Without slowing down,
jump up to the right and loop around. You'll grab the A Coin automatically,
then fall and keep running right.
Jump over the small raised platform with the rounded edges, and then make sure
to jump over the platform above the next conveyor. Hop to the next platform,
then dash across the short gaps and grab that next A COIN.
After this,, you have one more stretch to go... and you have to avoid spike
balls. You'll basically have to ride the conveyor the entire time, and the
coins can show you the best routes to go. After you see three separated coins,
make sure you have a full P-Meter, cuz you have to jump up high to get that
last A COIN near the ceiling.
From here, keep close to the ground until the end of the conveyor comes to
view, where you'll have to run and blast off the end of it, then jump again to
shortcut to the top of the lengthy structure. Run to the right, and you'll
appear outside, FINALLY. Hop over the trianglular blocks, and grab that Card
before time zeros out!
<><><><> COURSE CLEAR! TOTAL A COINS: 96 TOTAL e-
COINS: 05 <><><><>
>>>>> Ropeland M22
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 3
e-Coins: 1
Level Type: Dark Desert
Enemies featured: Red Paragoomba, Wigglers, Goombas, Hoopstars, Red Koopa
Troopas, Goombob
Number of Rooms: 5
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
Donkey Kong Jr.? Where are you? Wha- Hey, who invited the Wigglers? Or the
Hoopstars? Or the Goombobs? What a wild night in the Dark World this is going
to be!
Head right over the small hills and enemies, and beware the Wigglers. If you
hit them once, they basically turn into a rampaging locomotive that it's best
to avoid. You can bounce on them, but you can't knock them out with your bare
shoes. Use a power-up's special ability to get rid of them. Eventually you'll
come to a section that holds two Goombas, a Wiggler, and four gold blocks. One
of the blocks will sprout a vine, which you should use to head upwards. Enter
the pipe at the top to begin the rope-climb. In this next section, you'll see
plenty of ropes beyond your reach, and several gold blocks guarded by a lone
Goomba. Two of the blocks contain vines; use them you ascend. Beware the
Hoopstars that guard the ropes - if you're above or below them, they'll travel
faster than usual, and contact with them will cause you to power down AND to
let go of the rope. You'll come across a ?-Block the first A COIN, and
another ?-Block here, just before you reach the pipe heading out.
Now you'll have to get past more Hoopstars and ropes - all while dangling over
a bottomless pit. And guess what? The A COIN is somewhere below you. Make your
way as far down and right as you can, and you'll see it at the end of a rope.
Grab that rope, then slowly go down until you kick the coin. Then head up and
to the pipe to the left.
Ugh. This next section adds moving platforms to the mix. Argh. Cross to the
left and stay as far UP as possible. Forget about the small coins - your goal
is to just plain survive. Before getting all the way across the first section
of rope, you need to make sure you're near the top of this area. Head left,
and you should see one of those white platforms. Jump onto it, then jump to
the next one to claim the third A COIN.
PAUSE!
If you know what a tile is, then this part should be easy for you to
understand. If you don't, then learn this: a tile is a measurement of length
in a 2D videogame. Basically, 1 tile in this game means one WIDTH of ONE GOLD
BLOCK.
UNPAUSE!
Take a leap of faith to the left. "WHAT?!" you may say? Well, underneath you
are those block bridges that expand and contract. AIM FOUR BLOCKS TO THE LEFT
OF THE EDGE OF THE WHITE PLATFORM YOU ARE ON and you'll land on the safest
part of the bridge - the middle. Then continue onward carefully, timing out
the bridges and making sure to land on the middle block, if possible. BE
CAREFUL, THOUGH - Some of the block-bridges become those vertical block-walls
unexpectedly. Head as far left as possible, then quickly jump up to the next
section of rope. NOW...
There's an e-COIN nearby...
Head diagonally up and to the left, and you should see it. While holding on to
the LAST, LEFT-MOST ROPE, drop down about two tiles, then do your best to jump
up and to the left, landing on the culvert containing 9 coins. Now it's simply
a matter of collecting the e-Coin by jumping up to the right! YAY!
Enter the pipe below you, and you'll be in the last area. All you have to do
is evade a Wiggler and two Goombobs, all of which can't be simply defeated by
your boots. Just touch the Card Panel and those that are on the screen will
turn into coins. Yay!
<><><><> COURSE CLEAR! TOTAL A COINS: 99 TOTAL e-
COINS: 06 <><><><>
>>>>> Haunted Hall M23
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 5
e-Coins: 0
Level Type: Ghost House
Enemies featured: Boo Diddlies, Big Boo
Number of Rooms: 11
Auto-scroll: No
Goal: Defeat Big Boo!
Prerequisites: None
Oh no, not again! Ghosts! Mazes! Hidden passageways! Labyrinthine layout! NO!
from the star, head far to the right, evading the Big Boo and entering the
door at the far end of the room. Inside is a Boo Diddly and a Power-Up. Grab
it if ya need it, then exit. Head down to the left, and enter the far-left
door. Now, here is a strange block-mobile puzzle requiring you to first get to
it on the OTHER SIDE of the room. Cross the passages, being carefuly not to
fall on the spikes, and step on the block-mobile to start it up. Stay near or
on the first or second and you should be safe throughout the whole trip. Jump
over and duck under solid blocks as you pass by. Oh, and be sure to get that
first A COIN.
Exit this room, and you'll appear back in the entry hall. Enter the door you
have not entered yet, and you'll appear in a larger room. Now, if you have the
Super Leaf power-up activated, you can dash along the bottom part of the room,
gather up P, then lift off and fly to the platform above and to the right of
the door you just entered to get the next A COIN.
Now, head left and you'll find a P-Switch. Remember where it is, because we'll
come back here later. Grab the coins strangely assembled here, then hit the P-
Switch. A door will appear inside where the coins where placed. Enter the door
quickly, before it disappears! Now, in this room, you have to drop to the
bottom to grab - of all things to find in a Haunted House - a trampoline. Grab
it, then head upwards and position yourself on the uppermost platform (the one
next to the lowermost door). Now, jump on the trampoline (like a Note Block)
to reach the door above. Enter, then head up to the right.
PAUSE!
This room contains a TON of invisible blocks, with an A Coin to win. The A
Coin itself is near the top, but there's only one way to get to it: by
revealing invisible blocks so that you can access a route TO THE RIGHT of
where the A Coin is.
UNPAUSE!
Start jumping around, and you'll reveal some ?-blocks. Head upwards once you
can, but once you see the A Coin, DO NOT JUMP TOWARDS IT! There are invisible
blocks underneath its hiding place, and hitting them may trap you inside. Head
right and up , and you'll be able to grab the A COIN while falling through
this hole, saving you precious time.
Now that you have it, head towards the bottom of the room, past the door you
used to get here, until you enter the "trampoline room". Exit using the first
door you used to get here, and you reenter the second hall. Now hit the P-
Switch, then run to the right, making your way to a door and a group of coins
that just appeared. Enter this door quickly, then get ready for the surprise
ride of your life. You'll fall onto a block-mobile, which you have to ride all
the way to the end, being careful for spikes that line the ceiling and the
floors. Near the bottom you'll find another A COIN.
Grab the Coin, then enter the door there to appear next to a P-Switch. Hit it,
then cross to the now-solid bridge to enter the door to the right of you.
You'll appear in a room with the next A COIN. Hey, this is pretty easy, huh?
SECRET: In this room if you have a flight-capable power, use it to fly up and
through a hole in the ceiling to the right. This'll take you to a little room
with a lone ?-Block. Hit it, and a coin train appears! Direct its movement
with the Control Pad, but don't let it touch a wall. If you can get it to fill
up both rooms with coins, you can collect them for a lot of 1-Ups. Don't spend
too much time on this, though, as you still need to get to the end!
Enter the door in the bottom room, then jump over the coins to the left and
enter that upper door. This is the home stretch. Make your way to the right
QUICKLY AND CAREFULLY and don't stop to open any door except the VERY last
one. If you enter any of the other doors, you'll appear back in the "second
hall" room. Well, enter the last door and...
Oh no. Big Boo battle. Beware of the two Boo Diddlies (and, of course, the
monster one) as you grab Silver Blocks to throw as the Boo boss. KEEP AN EYE
ON THE FLOOR, THOUGH, since it's easier to fall through this one than it was
in the previous Big Boo battle. Stay near the middle, since the floor is
stronger and thicker there. Three direct hits will score you a "Level Clear"!
<><><><> COURSE CLEAR! TOTAL A COINS: 104 TOTAL e-
COINS: 06 <><><><>
>>>>> Clear Skies M24
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 5
e-Coins: 1
Level Type: In the Sky
Enemies featured: Red Koopa Troopas, Spinies, Goomba, Lakitus
Number of Rooms: 3
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
Cape Feather anyone? Sure, why not? Because you're about to put it to the
ultimate test. How far can you fly with the Cape? Is it far enough? How about
height? Without knowledge of a little secret, you'll have to do this level
more than once!
Begin by making your way to the right, avoidinf Koopas and Spinies. Use the
platforms that look like miniature bridges to jump to the next platform, but
don't stand too long on the "bridge" or else it'll fall downwards =under your
weight. When you jump off, however, it stops moving. When you see a chain of
three platforms, you'll also see an A COIN underneath the second one. Jump
back and forth between the last two platforms to basically make your way down
to it, then grab it and jump on the rightmost platform, then jump to safety to
the right.
After passing by the first Goomba of the level, you'll see two platforms set
on a "scale" of sorts. Step on one, it falls and the other rises. If one
reaches the pulley above it, the rope snaps and both platforms fall. Stand on
the leftmost platform, and wait until the right one just barely gets
one "tile" (half of super Mario's height) away from the pulley, then jump up
to it and immediately jump to the right to get the second A COIN.
From here, you'll have to jump off the wooden blocks and fall a bit to the
right to land on another bridge platform. *gulp* If you have the super Leaf,
you could use it to float down to it, but if you don't... well, hope you're
lucky. Once you land on that platform, jump to the right to land on "solid
cloud", but beware of the two patrolling Koopa Troopas there. Keep going
right, jumping up a "staircase" of bridge platformsto a cloud higher up. Next
to another scale system. With the next A Coin underneath the left platform.
Stand on that platform and let the system collapse (THIS IS A NON-POLITICAL
STATEMENT), so you can grab it. Then quickly jump up to the other platform
falling to the right, and then to the safe cloud with the the pipe.
Now, you may be wondering "Where's the Cape part? You said there'd be a Cape
part!" Yes, there is. This is it. And this is where you have to make the
choice: Do you go after the e-Coin first, or the A Coins? I recommend the A
Coins first, just to get those out of the way. The e-Coin may require multiple
attempts to get, so focus on the A Coins for now.
Jump up to the right, and you'll see the Cape Feather sitting there. Grab it!
You can't get to the exit without it! Now, you see the area with the
triangular purple blocks? This is where you charge your P-Meter. Run from the
right around the section, but then just fall off the left end of the platform
to the clouds. Keep running, then blast off at the end of the stretch. You
know how to use this thing, right? If you've ever played SMW or even SM64,
it's the same basic principle. Hold the jump button to stay flying, let go to
start falling. Press back (if you're flying right, press left) to catch air
and gain a little bit of elevation. Hold back to slowly descend. Press forward
(if you're flying right, press right) to enter a steep dive. If you ever crash
into the ground when diving, you'll create a small earthquake that'll knock
out nearby small enemies. If you ever run into an enemy while flying, you'll
lose your flying position and gain temporary invincibility, but you won't lose
your power. Simple, right?
Basically, to get the last two A Coins, follow the trail of small coins. Take
the lower route if you see any coins above you -- those aren't important. The
first A COIN is at the bottom of a dip in the coins, where you'll need to lean
forward in order to grab it in time. Then lean back, and you should get back
on course. The last A COIN is just before the coins start trailing down again.
Keep going, and you'll reach the exit pipe.
If you wanted to get that e-Coin, though... You'll need to practice flying
enough to time yourself in GAINING ELEVATION. You can press the back button in
intervals to gain elevation over time, which you need to get to the e-Coin.
Now, that trail of coins way above the trail that leads to the A Coins? Follow
it. Stay above it, and you'll reach a lone cloud platform with a lone ?-Block.
I smell e-COIN... Open the block, and you'll get your reward! Now just fall
off the left edge of the platform and aim to the right and you'll appear by
the exit pipe.
Just avoid the two Lakitus to reach the goal.
SECRET: I did mention a little secret that you coudl exploit to get both the A
Coins and the e-Coin at the same time. And the secret is just outside and
beneath that exit pipe. A little stretch of cloud -- To a flier's eyes, it's a
runway! Run from right to left and blast off to grab the A Coins, but you'll
be going in the reverse direction. You'll just need to use the circular
platform to take off once you reach the other side again. Keep an eye on that
timer, though!
<><><><> COURSE CLEAR! TOTAL A COINS: 109 TOTAL e-
COINS: 07 <><><><>
>>>>> Koopahari Desert M25
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 4
e-Coins: 0
Level Type: Desert Underground
Enemies featured: Jumping Piranha Plants, Goombas, Buster Beetles, Monty
Moles, Porcupos, Spikes, Green Koopa Paratroopas, Chain Chomps
Number of Rooms: 5
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
Super Mario Bros. 2 gets its revenge in this level! The side-scrolling
underground sections will require you to be able to lift chunks of sand out,
climb ropes, and evade purple hedgehogs. <,< >,> O-kay, that may
not seem too difficult, and in reality it isn't. This'll be the last really
easy level before you start playing with the Koopas once again... So enjoy it
while it lasts.
You'll start the level outside, next to four pipes with *glee1* Jumping
Piranha Plants! The only way to go is through the third pipe, in order from
left-to-right. Inside, you'll fend off Goombas and Buster Beetles, but beware
of the surprise of Monty Moles that pop out of the ground every once in a
while. And look! Sprouts! Let me help you by telling you what's what in them:
Afte rthe first Buster, you'll find a lone Vegetable. You can use it to knock
out the Monty Mole on top of the hill (obviously a molehill, then!). After
that, you'll find a sprig and a small coin windfall! Collect them all before
they disappear! Next a small coin, followed by a Giant Veg which you can use
to K.O. both the Monty Mole and the Buster Beetle ahead. The two in between
are Veggies, but WATCH OUT! The next sprout holds a Monty Mole in disguise!
The one to the right of that holds another Giant Veg -- use that agains the
Buster and the Monty Mole at the top of the hill. The next sprout is another
Monty Mole, and the last one before the rope is another coin treasure trove.
Jump across the rope, then lift the next sprout for a single coin. This little
culvert isn't what it seems, though -- jump around here to find a hidden ?-
Block. Drop down the rope into the sand, and use the B Button to dig the sand
out. Stay near the right side, and you'll find the first A COIN.
Be sure that when you're in the sandy pit that you keep an eye out for enemies
that may fall on you from above. The purple Porcupos are unstompable -- use
the Silver Blocks to take them out. Keep going down, but then you'll have to
choose between a crossroads -- take the left way, the one with the two
Porcupos, and avoid then as you dig down to the pipe. Enter it, then keep an
eye out for the Buster Beetles here. Take them out quickly! You'll need at
least two Silver Blocks to stay -- one for the Porcupo, and one for the Spike.
Head down to the left, and you'll find a bunch of Paratroopas guarding an A
COIN. Take the top two Silver Blocks and knock them in to gain access to that
Coin.
Now that you have it, jump up to the top of the Silver Blocks, and then jump
from here up back to the sands. Head back the way you came, back to the
crossroads. Take the road to the right, and you'll enter the next room. Here,
you're no longer heading down -- You're going up. Jump through the sands to
ascend, but stay near the left and follow the Porcupos to get the third A
COIN. Watch out for the Spikes -- Their projectiles can go through walls!
Keep going up, making your way to a rope. Climb it, but watch out for those
Buster Beetles waiting for you at the top! Head right, but go past the green
exit pipe. You'll see Spikes and Goombas guarding the last A COIN. Simply
stand on the second "stair" of sand (ground -> first level up -> second
level up) and run to the right. Duck and slide under that Spike, and you'll
nab the Coin.
Then return to the exit pipe to finish. Beware of the Jumping Piranha Plant
and the Chain Chomps in this last room if you want to explore here *hint hint*.
<><><><> COURSE CLEAR! TOTAL A COINS: 113 TOTAL e-
COINS: 07 <><><><>
>>>>> Aqua Bars of Doom M26
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 4
e-Coins: 0
Level Type: Underwater
Enemies featured: Red Flying Cheep Cheeps, Firebars, Green Cheep Cheeps
Number of Rooms: 4
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: Frog Suit recommended
How's your Frog Suit inventory? Good. We're going to deplete it to get by this
level. Ready to play with fire, underwater? >_> Hmm... wouldn't the
Firebars technically then burn out? Whatever. It's a video game.
You'll start the level in a bridge dash, avoiding flying Cheep Cheeps on your
way to the green pipe. If you're in need of it, grab the Power-Up inside the ?-
Block before moving on. Or not if you have the Frog Suit on.
Now you'll appear right by the water. Dive in, then avoid the Firebars as you
sink to the bottom. Stay as low as possible and swim to the right - you'll
find the first A COIN after getting through a narrow stretch of firebars.
Grab it, then very quickly swim to the right and up. Watch out for those bars,
but then leap out of the water and onto land. Head (or hop) right, jumping
over the firebars as they appear. Drop into the water under the wooden bridge,
then navigate the small maze to reach the second A COIN. Here's a trick for
those long firebars: get as close to the center of them as possible, that way
you can revolve around it as fast as it can rotate, maybe even faster.
Escape the little labyrinth, then hop into the next pit of water. (BTW,
there's a Power-Up above the surface here to the right - use the floating
platform to reach it in a little cove.) Sink, then swim to the right and avoid
the Cheep Cheeps. And the windmills. UGH. You'll want to make sure you're
careful around them, as an accidental tap could send you reeling into the
spikes ahead. And you'll lose your Frog Suit, which will definitely help you
get the last A Coin. Speaking of which, there's an A COIN in the spike area.
Use the Frog Suit so that 1. you don't accidentally hit the spikes, and 2. you
don't accidentally hit the nearby windmill.
After that A Coin, keep heading right, staying as low or as high as you
comfortably can to avoid the underwater windmills. Avoid more fish and fire,
and you'll come to a crossroads with seaweed. Take the lower route and enter
that pipe. You'll find yourself in a small room with a windmill, jet-spewing
pipes, and the last A COIN. With the Frog Suit, you can drop through the jet
streams to easily grab it. Without it, you'll have to drop from the top of the
middle section and not get bumped out by the windmill. Navigate around it
without getting into the jetstreams and you can get that coin.
Now just go back the way you came and take the upper route instead. Avoid that
last firebar and escape the waters. Enter that pipe, and you're outside. Go
right, and you'll hit that card and end the level!
SECRET: In this last area, do you see the little structure of blocks with a
gap underneath? If you can enter that structure, you'll find a surprise... Oh,
wait, there's an invisible block there. What comes out? I'm guessing it's a
certain green mushroom...
<><><><> COURSE CLEAR! TOTAL A COINS: 117 TOTAL e-
COINS: 07 <><><><>
>>>>> The Gauntlet M27
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 5
e-Coins: 0
Level Type: Bowser's Castle
Enemies featured: Laser Statues, Podoboos, Embers, Boomerang Bros., Hammer
Bros., Sledge Bro., Fire Bros., Cheep-Cheeps, Bony Beetles, Dry Bones,
Magikoopa, Guardian Statues, Patrolling Statue, Bowser
Number of Rooms: 10
Auto-scroll: No
Goal: Defeat Bowser!!
Prerequisites: None
Welcome back to Bowser's Castle! King Koopa's had some MAJOR remodeling done
around here, but don't think that his traps seem patched-together at the last
minute. These traps are going to shock-and-awe, what with the fact that he
melded the three Hand Traps together with his palace. Thankfully, you have a
choice which Trap to choose, as well as which of two rooms to challenge Bowser
in. Don't wrinkle your forehead in confusion yet! All will be explained in
time.
At the start, run to the right, but be careful of the four laser statues that
stand guard there. After the fourth one, you'll have to jump upwards over a
pit of lava onto platforms while avoiding Podoboos. Enter the door at the top
of this area, then fall through the donut block. You'll have to make a choice
here. Decide which of the three doors to enter at the bottom. Whichever you
decide, you better read the next three paragraphs in order to decide your
route:
1) Take the door on the far left. Watch out for the Bros. that you'll face
ahead, consisting of 1 Boomerang Bro, 2 Hammer Bros, 1 Boomerang Bro with a
Blue Boomerang (nab it if you can for the next enemy), 1 Sledge Bro, and then
2 Fire Bros. Near the Hammer Bros. will be your first A COIN. Escape via the
orange pipe at the far end of this tunnel.
2) Take the door in the exact center. All this area consists of is evading
Podoboos and jumping form platform to platform. About halfway across, you'll
encounter the first A COIN above a platform. Carefully time your jump to nab
it. Escape via the orange pipe at the far end of this tunnel.
3) Take the door on the far right. Grab the power-up in the blocks ahead of
you, then evade and/or outrun the Cheep-Cheeps to get to the end. You'll have
to jump over and/or slide under obstacles in order to get by, at least until
the moving platform. Try to get the power-up, but don't risk your life for the
coins except for that first A COIN. Get if by jumping off the platform at it
begins to dip downwards after the three-coin chain above it. Escape via the
orange pipe at the far end of this tunnel.
No matter which route you choose, you'll end up in the next tunnel, where an
Ember watches over you and a Bony Beetle welcomes you to the almost-halfway
point of the level. Jump carefully after the next lava pit, as there's a
Podoboo that will jump out. After passing another Ember and Bony Beetle, step
downwards and to the left to get a surprise. Floating donut platforms will
appear beneath your soles and push you upward to the ceiling! Jump off,
quickly! Close call... A nice warning, since ahead of you there are spikes on
the ceiling. Only step onto the tiles on either edge of each "stairstep" to
avoid the platforms, the spikes, and death. Eventually, the stairs will start
to rise again, and the bottommost level is devoid of any sneaky platform.
The "stairsteps" going up, though, aren't, so jump and tread carefully. After
the stairs up, you're safe. Just pass the two Dry Bones and you can take a
short breather. As soon as you are on the next stairstep, though, four
platforms lie hidden in front of you. However, this is more of a puzzle to get
the next A Coin than a trap. Run as fast as you can to the far right along
here and you'll end up rising on the last platform. Jump off to the far left
once more spikes appear above you. You should aim for the last pair of donut
blocks there. If you end up falling short (not too short, though; careful of
the spikes!), just fall though and rise again via the platform directly below
you. If you are on the last pair, fall though and rise again, but then jump up
and off to grab the A COIN above before getting crushed. Fall off when chance
permits.
Head right past the four hidden platforms, and you'll end up by Bony Beetles
and more spikes! The ?-Blocks beneath the Beetles give you a bit of a weapon
against them, so conk then while watching out for SPIKES DROPPING FROM THE
CEILING occasionally. Try to jump through anywhere to reveal the hidden
blocks, then jump up and around to the top of the stretch and run right
quickly! Enter the door just to the right of there to reawaken Kamek the
Magikoopa. Indeed, this next room will begin with a montage to the "Kamek
room" in YOSHI'S ISLAND Bowser's Castle level. Head right while avoiding the
Magikoopa's shots. Careful, though! His shots will transform golden bricks
into other objects, so stay well away from them! Once you see the A COIN,
you'll want to trick Kamek to open up a hole big enough for you to enter and
get it... Unless you just so happen to have either the Raccoon Suit or the
Cape power-ups on.
Eventually, you'll end up at a wall, which you can twirl through (with the
tail or Cape). If you can't get Kamek to open up a hole for you, then exit and
run right. After passing that wall, Kamek will be gone for good.
Unfortuantely, the fireballs will start coming instead. Evade the fireballs
shot by the four Guardian Statues, then jump onto the spiky platform (which
acts just like the donut blocks!) and run CAREFULLY right. The jumping
Patrolling Guardian will shoot fire and un-power you if you touch it, so run
right under it or jump CLEAR over it when you get the chance. After the second
Patrolling and two more Guardian Statues, you'll find the fourth A COIN and
the exiting door. Careful of the Podoboo here, though!
Now this room contains two paths, one upper, one lower. The lower one leads
you to Bowser, and the upper one... leads you to Bowser, too. However, you'll
want the upper path. Be careful of his fireballs while you jump from spiky-
donut-like platform, but be EXTRA careful when it seems that he's firing twice
as many fireballs. Continue jumping upwards and to the right until you get to
the final door. Enter it, then you'll see the last A COIN and Bowser above
you. Get him to fall through the two blocks just below the A Coin, then jump
up there and grab it. You'll have to defeat him the old-fashioned way, by
getting him to blow through the layers of blocks until he falls through the
pit. However, there's no safe zone in either room, so you'll have to be
careful and nimble. If you die, you'll have to do this level all over again!
SECRET: If you have the P-Wing, the Raccoon suit, or the Tanooki Suit on when
you are in the area of the second A Coin (with the hidden platforms), you
could gather up enough speed and fly off to the upper left to enter a secret
hole and door, which will lead you to the room right before Bowser's. A
shortcut! But you'll need to be careful so you keep those power-ups, and,
unless you have the P-Wing, it'll take a bit of practice in order to find the
hole, aim for it, an fly up to the door before you end up falling back down.
<><><><> COURSE CLEAR! TOTAL A COINS: 122 TOTAL e-
COINS: 07 <><><><>
>>>>> Hammer Bros.' Ship M28
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 5
e-Coins: 1
Level Type: Battleship
Enemies featured: Boomerang Bros, Fire Bro, Hammer Bro, Bullet Bills, Rotating
Cannon, Cheep-Cheep, Grand Goomba, Giant Green Koopa Paratroopas, Giant
Piranha Plants, Green and Red Piranha Plants, Ludwig von Koopa
Number of Rooms: 5
Auto-scroll: No
Goal: Defeat Ludwig von Koopa!
Prerequisites: None
That's right. No auto-scroll here. We're going to sneak aboard Ludwig von
Koopa's battleship and defeat him before we get pummelled on by all sides by
Boomerang Bros, Hammer Bros, Fire Bros, giant enemies, Bullet Bills, and
Cannonballs. Sounds fun? 'Kay then. Charge!
You'll start the level boat-hopping, collecting coins and power-ups, and
evading Boomerang Bros. At one point, you'll arrive at a series of platforms
that fall under your weight. You'll have to jump fast from one platform to the
next while grabbing the A COIN in the air between the platforms.
After facing another Boomerang Bro and a Fire Bro, turn back to the left. Head
to the top of the crates here and jump to the far left to land on another one
with a ?-block above it, holding a Power-Up. However, you want to jump to the
top of this ?-block and jump left to snatch another A COIN. Grab it, then head
to the far right and down the gray pipe.
You'll arrive what might be the open-air galley room of the battleship, and
two A Coins here are guarded by a Hammer Bro and several Bullet Bill cannons.
Head right under the Hammer Bro, then walk up the stairs to the left until you
reach a pair of small coins. Jump to the far left and you should land on the
platform above the Hammer Bro, containing the first A COIN here. Be sure to
avoid the flying hammers, though!
Head back up the staircase and you should arrive next to a Bullet Bill cannon.
Time it out so that you can jump over the cannon, it fires a Bullet Bill, and
you stomp on it and highjump past the gap and land on top of the wooden
blocks, right next to the next A COIN. Get it, and then enter the pipe ahead.
As soon as you exit, there's a ?-Block that contains a power-up, should you be
in need of it. Now, charge your P-Meter by running to the right, and then jump
to that you can clear (or at least land on top of) the high wall. Fall to the
right, then keep going until you pass two Giant Goombas. Ahead there'll be
another A COIN behind some creates - just walk through them to side step them,
but be aware of the big hopping Koopas!
You'll have to get pas them anyway, and them get through a line of overgrown
Piranha Plants (as well as a pair of normal-sized ones). Get pas them, and
you'll find the exit pipe. But don't enter it. I smell an e-Coin nearby...
Use the bolts jutting out as platforms to scale the wooden wall to the left,
then jump from plank to plank to avoid the pit trap. Fall down, and then use
the loose nuts and bolts to make longjumps on your way to the left, making
carefully sure not to accidentally fall onto the Piranha Plants below. Keep
going, and eventually you'll reach the e-COIN!!!
Now, if you can, jump to the right to get back onto the bolts, or drop down
and make your way back to the pipe. Enter it, then deliver three bumps to the
Koopaling's head.
SECRET: This exit strategy I just gave you is the one you must take in order
to exit the level with all 5 A Coins and the e-Coin. HOWEVER, there's another
way out, WAY shorter and more direct than that described above. In
the "galley" room, you can simply run to the right to reach a door, which will
take you a shorter distance to another pipe. This pipe also contains Ludwig
von Koopa, but it's a lousy duplicate - one hit will take him down.
<><><><> COURSE CLEAR! TOTAL A COINS: 127 TOTAL e-
COINS: 08 <><><><>
>>>>> Bowser's Airship (part 1) M29
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 3
e-Coins: 0
Level Type: Airship
Enemies featured: Cannons, Rocky Wrenches, Rotating Cannon, Sledge Bros.,
Boomerang Bros., Boom-Boom
Number of Rooms: 3
Auto-scroll: Yes
Goal: Defeat Boom-Boom
Prerequisites: None
"Part 1"? Yes, the final conflict against Bowser is SO big, the level is
divided in two. Unfortunately, Bowser doesn't show in this half. Darn. Even if
he did, this level is difficult enough.
You start the level on a little airship but then -- Wait a second, what's
this? The AUTO-SCROLL is going... backwards. Follow to the LEFT (*gasp!*),
avoiding propellers, cannons, and Wrenches. Eventually, you'll pass a rotating
Cannon, and find your first A COIN.
After that, watch outfor cannons in the ceiling and under the floors, as they
can tag you easily. After you pass that section, rush as quickly as you can to
the left, and get underneath the pipe-cannon to grab the next A COIN. Avoid
any projectiles it may throw at you, then get on top of it (near a ?-Block) to
avoid getting squished or dropped.
Just two ships past that, the auto-scroll ends at a rope. Climb it, then enter
the door. This next room is an ambush battle all the way to the top. Avoid
Rocky Wrenches everywhere, and take out the Sledge Bro before it can do the
same to you near the bottom. Use the platforms to the left to get up, then
cross using the rotating bolts to head right. There's an A COIN underneath the
group of platforms with ropes near its top. Avoid the Rocky Wrench and the
Rocket Engines to get it safely. You'll have to drop back to the bottom and
make your way back up to escape, but there's a ?-Block on the bottom floor all
the way to the right if you need it.
Get back to the ropes (on top of the structure containing two Rocket Engines)
and climb them to the top, but be aware of Boomerang Bros just waiting to tag
you. Get to the top, and then take out the Sledge Bro and one last Rocky
Wrench to reach the exit pipe. Enter it, then destroy Boom-Boom for the final
time.
<><><><> COURSE CLEAR! TOTAL A COINS: 130 TOTAL e-
COINS: 08 <><><><>
>>>>> Bowser's Airship (part 2) M30
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 3
e-Coins: 0
Level Type: Airship
Enemies featured: Cannons, Rocky Wrench, Bob-Omb Cannons, Boomerang Bro (w/
Blue Rang), Boomerang Bro, Bullet Bill, Rocket Engines, Fire Bros., Bowser
Koopa
Number of Rooms: 7
Auto-scroll: Yes
Goal: Defeat Bowser!!
Prerequisites: None
The final showdown against self-proclaimed King Bowser Koopa himself! Ready
for action? There's plenty of it here!
You'll start where you fought Boom-Boom in the level before. Here, you have to
find four invisible blocks that are hiding underneath the leftmost pipe, and
then use them to enter that pipe. Now another AUTO-SCROLL section will begin,
containing a lot of cannons and a few Rocky Wrenches. Eventually, you'll find
the first A COIN behind a cannon. Hurry to get it, then jump up and forward.
This next stretch has you avoiding cannons while grabbing ?-Blocks, and
afterward you have to climb up several cannons, which you should climb
rapidly. Afterward, there are three small airships guarded by Rocky Wrenches,
which in turn are guarding the next pipe. Enter it safely, and you'll appear
inside. First, you have to avoid a Boomerang Bro, but notice he's holding a
Blue Boomerang! Knock him out, then grab the rang. Use it to destroy the
Boomerang Bro ahead, then hold on to it - It may be useful soon. Enter the
next pipe, where you'll appear outside the airship once again. The final AUTO-
SCROLL bit will start, so avoid cannons, Bullet Bills, and Rocket Engines
carefully. After you pass by some Fire Bros, grab the next A COIN.
Quickly jump up from here, and avoid those Bullet Bills as well as you can.
The auto-scroll will end, and you'll appear just next to another rotating bolt
platform. Move it forward a few tiles, but then jump down the exact same place
where they were, and you'll land on another one. Rotate it to the right to get
the last A COIN.
From here, use the rotating bolt to get closer to that little bit of airship
guarded by the Rocky Wrench. Avoid his hardware, and jump up to reach the exit
pipe. If you're hurting for a power-up, go past the pipe to the last ?-Block.
Then dive into the pipe, and you'll immediately start fighting Bowser. There
are no safe zones, and two places for him to fall through. But you have to
get him to fall through the floor, and then you win. FINALLY, IT'S OVER.
<><><><> COURSE CLEAR! TOTAL A COINS: 133 TOTAL e-
COINS: 08 <><><><>
>>>>> Coro Coro Castle / Spiked Fortress P2
<<<<<<
Series: C - availiable ONLY through special Japanese CORO CORO Comics
A Coins: 3
e-Coins: 0
Level Type: Fortress
Enemies featured: Grande Goomba, Giant Green Koopa Troopa, Colossal Koopa
Paratroopa, Goomba, Green Koopa Troopa, Buzzy Beetle, Red Paragoomba, Piranha
Plants, Venus Fire Traps, Dry Bones, Flurries, Green Koopa Paratroopa, Boom-
Boom
Number of Rooms: 5
Auto-scroll: No
Goal: Defeat Boom-Boom
Prerequisites: Raccoon Suit recommended
Another Coro Coro Comic exclusive, the Spiked Fortress might have been another
Kuribo's Shoe tribute level. Unfortunately, no. Castle a-Go-Go! will have just
about as many spikes as a rose compared to the endless thistle field that is
Coro Coro Castle! And you'll be power-less for most of the time. Dang.
Run to the right and highjump off the giant Goomba to bypass the first pits of
spikes. Land on the three "dead" pipes, then hop off the next few enemies like
so: jump on the first Goomba, slowly descend if you have such a power-up,
highjump off the first Koopa, fall slowly, highjump off the second Goomba,
fall slowly, then highjump off the Parakoopa as high as you can so you can
grab the first A COIN, and then jump off the grounded Koopa again and land on
safe ground. If you lose your flight power-up here, it's okay. You won't need
it anymore.
Next you'll have to cross another spike pit, this time aiming for smaller
enemies. Jump hop onto each enemy one by one and make your way to the right as
quick as you can. Your next challenge is avoiding some Piranha Plants and
Venus Fire Traps, which hide in some of the pipes. The pipe you're searching
for to take you to the next room is the last one to the right. At this point,
make sure you're Mini Mario (or Mini Luigi) before you enter the pipe. Here,
hit the P-Switch, then run to the left. Follow the coins, then very quickly
jump up, pass the blocks, grab the sprout to the far left (a veggie) and throw
it to break either or both of the blocks. Then jump down and collect the coins
before time runs out! *phew!* Did you make it? If so, great! Enter the pipe.
If not, just run back to the right and through the one-way flippers. (Skip the
walkthrough until you see the *** )
In this next room, head right. See the A COIN? Grab three or four coins that
lie below it and to the right. YOU NEED THIS. Now, head right and hit the lone
brick block. What comes out? Hmm... Dash back to the right to fill as much of
the P-Meter as you need, but then jump up and through to get that coin.
Then go down and to the right again to move on. Avoid the Dry Bones (man, I
hate this guys...) until you see another A COIN above a group of them. Head to
the right of it, under the pipe in the ceiling, then charge your P-Meter by
running from right to left and blast off to grab it. Then enter the next pipe.
Wanna get a bit stronger? Poor Mini Mario, he's got no powers... Well, after
entering through the pipe, run to the right, but be careful of those Piranha
Plants that hang from those pipes.
(***) Knock the ?-block to get a Power-Up (yay! Don't worry, you won't need to
stay Mini anymore) and then head back to the right, where you'll encounter
a ... FLURRIE? Now, one trick for this is critter is that you can safely stand
on it, which you need in order to scale the wall to the right of that pit. Be
careful though, as it can be a fast little demon. You'll see a pipe up to the
right, but don't go in there yet. Head farther to the right, and you'll notice
another Flurrie. Hop onto its back, and then let it take you for a ride. Stand
on the rightmost side of it, and it should go that way. Duck to you aren't
knocked off by that wall, then wait... wait... wait until the next A COIN
comes to view. Go get it, then ride the Flurrie back (standing on the left
side of it to make it go to the left).
Enter the pipe, then get ready to pass the last stretch of spikes. Hop on the
enemies, BUT WATCH OUT FOR THE SPINY after the second Goomba. This can really
get ya. Jump over it, then just keep going. Next, you'll see a small group of
three Paratroopas guarding an A COIN. Use a highjump to grab the A Coin and
escape out of the hole, and be sure to not let any Koopa bite you.
Great, ya got all the coins. Now to get outta this place. Cross the lava pit
(there a Power-Up here, in case you need it) and get to the door. Dash over
the next lava pit, then drop down to face Boom-Boom. It's a simple one-on-one,
nothing too difficult. "Done already?" you're thinking. Hehe, yeah this level
wasn't SO tough, was it?
<><><><> COURSE CLEAR! TOTAL A COINS: 136 TOTAL e-
COINS: 08 <><><><>
>>>>> Mad Dash P3
<<<<<<
Series: ??
A Coins: 5
e-Coins: 0
Level Type: Classic Level
Enemies featured: Green Koopa Paratroopas, Spinies, Green Koopa Troopa, Red
Koopa Paratroopas, Goombas
Number of Rooms: 1
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: Green Switch activated recommended, Mini-Mario recommended
Um, is this an official level? Peardian has this map on VGMaps, and it doesn't
look familiar at all... I no has the dotcodes for this, so I'm just going by
the map... Well, I'm guessing the basic premise is a repetition of 60 Seconds.
You have to RUN RUN RUN little plumber, to the end, collecting 5 A Coins
before reaching the goal. Hmm. Stay Mini, so that you can run even faster and
avoid the many enemies here.
Run right, UNDER the Paratroopa, and keep running to the wooden section. Keep
running, and you should avoid both the Spiny and the chain of Paratroopas
past. Blast away to the next platform above, and run to avoid the Spinies.
Above the fourth little hill there is the first A COIN, so be sure to hop over
that early enough to also avoid getting hit by the Spiny.
Hop over the Green Koopa past that, dash under the Paratroopa, and hop over
the two Spinies. Grab that A COIN past, then dash under the next Paratroopa
and blast off past that to the next platform higher up.
Hop over the Goomba, and grab that third A COIN. Keep going and hop over the
next Goomba, then blast off to the right and you should (hopefully) land on
the next platform.
STOP HERE. Stand on the platform, and let it fall a ways. Grab the A COIN,
then start running to the right.
This last A Coin can be a bit tricky. As soon as that platform you're
currently on ends, you have to blast off to the right. Aim to land on top of
the Red Paratroopa, then highjump off of it to get the last A COIN.
Fall and run to the right to get to the end of the level. And then take a
breather.
<><><><> COURSE CLEAR! TOTAL A COINS: 136 TOTAL e-
COINS: 08 <><><><>
>>>>> Classic World 1-2 S2
<<<<<<
Series: G - packed with Japanese games ONLY!
A Coins: 1
e-Coins: 0
Level Type: Underground
Enemies featured: Goombas, Green Koopa Troopas, Piranha Plants, Red Koopa
Troopa
Number of Rooms: 4
Auto-scroll: No
Goal: Collect the Panel OR Collect the Item
Prerequisites: None
The first journey into the underground... now in the palms of your hands. Or
inside your CPU if you're using an emulator. Whatever. The first little note
is that this level actually has two different exits. One is the
standard "collect the panel" exit with a classic-style flagpole just before
it. The other, however, is a bit more elusive. For those speed-run people,
remember the Warp Zone are here? If you can get there, you'll gain a special
surprise...
Begin the level by falling to the floor and smacking the Goombas there.
Collect the power-up in one of the blocks there, then move on over the
columns. The next Goomba guards another power-up, which is undoubtedly a Fire
Flower. You don't need it, but... Highjump off of the Green Koopa Troopas past
there in order to collect some of those coins (or hit the blocks below them).
Either break through blocks or slide under them in order to get past the wall
just past them.
After jumping a gap and evading many Goombas, you'll reach the Piranha Plant
area. Go down the first pipe when it's safe in order to get to a hidden
chamber. Hear you can collect the A COIN and several coins.
Exit via the other pipe, then head right over the gaps. Beyond the two Goombas
there are some vertical lifts that'll take Mario downwards. If you go too far
down or up, Mario/Luigi'll die, so jump onto the top platform as quickly as
possible. The next lift bears with it the alternate ending branches:
1) Jump past the lift and land next to the pipe. Enter it to get outside. Jump
the stairs and nab the top of the flag in order to reap a ton of points, then
run right to reach the goal.
2) Jump onto the lift and rise, then jump off onto the "ceiling" and run far
right. Enter into any of the pipes here to be taken to a room with a chest.
Nab it to get a Fire Flower and complete the level!
<><><><> COURSE CLEAR! TOTAL A COINS: 137 TOTAL e-
COINS: 08 <><><><>
>>>>> Classic World 1-3 S3
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 1
e-Coins: 0
Level Type: Hilltops
Enemies featured: Red Koopa Troopa, Goombas, Red Koopa Paratroopa
Number of Rooms: 1
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: Super Leaf recommended
From inside a cave to near the clouds. Mario's third level returns, complete
with seesaw platforms! Don't look down! You'll get dizzy up here!
The level is pretty darn easy. Just jump onto wooden towers, collecting coins
and dodging enemies as you go. Use the platforms resembling bridges to get
across long gaps or reach the top of a high tower. Near the end, though,
you'll see the A Coin. And no sprouts to grab it, like in Vegetable Volley.
Huh. This is why I recommended the Super Leaf - Throw the Koopa off the cliff,
then charge your P-Meter by running right-to-left (backwards!) and you'll take
off. Then use the forward velocity to grab the A COIN, and keep flying to land
safely back on solid ground. OR use what you have left to fly up to land on
the bridge-platform, then just jump right, grab the flag, and head for the
end.
<><><><> COURSE CLEAR! TOTAL A COINS: 138 TOTAL e-
COINS: 08 <><><><>
>>>>> Classic World 1-4 S4
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 1
e-Coins: 0
Level Type: Classic-style Fortress
Enemies featured: Firebars, Bowser
Number of Rooms: 1
Auto-scroll: No
Goal: Defeat Bowser and Collect the Item
Prerequisites: None
Remember the first ever Bowser's Castle? Yep, you get to face off against him
again in the same way. This'll be the easiest Bowser battle on this cartridge,
no joke.
Head right, right, and right, evading the firebars and jumping the lava pits.
As soon as Bowser's Fireballs come onto the screen, you should be in an open
place where the floor level drops suddenly. Here there are 6 hidden blocks
spread evenly apart, each containing coins. Just past that is the rickety
bridge whereupon Bowser is. Jump over him (avoiding his attacks) and touch the
axe just behind him to... well, you'll see what happens. However, what happens
right afterward can make or break this level. You'll be forced to move right
automatically (slowly), but you can still jump. Jump over the item box and
collect the A COIN beyond it first, then open the box for a... Frog Suit.
<><><><> COURSE CLEAR! TOTAL A COINS: 139 TOTAL e-
COINS: 08 <><><><>
>>>>> Classic World 2-2 S5
<<<<<<
Series: 2 - Japanese ONLY!
A Coins: 1
e-Coins: 0
Level Type: Underwater
Enemies featured: Bloopers, Spiny Cheeps
Number of Rooms: 2
Auto-scroll: No
Goal: Collect the Panel
Prerequisites: None
An underwater level. Joy. The Frog Suit from the previous level can help you
out here. Still, it's a fairly simple and easy level. I'm not sure why you'd
need it. It is the last level, after all. V_V
Swim to the right, and avoid obstacles such as Bloopers and those spiky Cheep
Cheeps. I recommend bringing the Fire Flower just to even the odds. Collect
coins when you can, but beware of sections with a bottomless pit - Those pits
can cause gravity to increase on you, forcing you to sink if you don't rapidly
swim away. In the second gap, you'll see the A COIN above you, guarded by a
Spiny Cheep Cheep. If you have the Fire Suit on, you can torch the critter and
grab the coin. Otherwise, you'll have to carefully avoid the fish both in
getting the Coin (which is in a heavy-gravity area, mind you!) and getting
out. I'd rather use the Fire Flower.
From here,it's basically a straight shot to the finish. Enter the pipe a short
ways ahead, then do your stuff with the flagpole and the Card.
<><><><> COURSE CLEAR! TOTAL A COINS: 140 TOTAL e-
COINS: 08 <><><><>
-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-
FAQs/Talk Center FAQT
FAQS:
1. How do you get through level X-X on the main story?
I already answered one of these questions as a curtesy, but that's it. This
isn't a Main Story Walkthrough, just a World-e WT/FAQ. Sorry, but no luck for
the rest of you. Yes, I know that IGN had it listed as a normal WT, but they
are wrong. Just read the title (hold down the Page Up button on your keyboard -
once the screen stops moving, you'll see the title!). Thank you.
TALK CENTER:
1. What could they have done better with this game (if possible)? Should the
World-e have been added, or was it a waste of money and memory?
-ChaosMiles07
Send in some questions for answering or some answers for questioning! See
below for Contact Information...
-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-
Credits/Contact Information CCIC
For this FAQ/Walkthrough, I would like to thank:
-=-Myself, for making it
-=-Nintendo Power, for making their SMA4 Player's Guide AND the game
-=-IGN, for hosting this FAQ/WT
-=-VGMaps.com, for providing the maps for every level
> Peardian, for ripping the World-e maps... ALL of them
-=-mdude for HIS World-e walkthrough, which has helped me a TON
> CJayC, who's thanked in mdude's FAQ/WT
> jasonhill, who's also thanked above
-=-PressTheButtons.com for the article
-=-CaitSith2 for... all of the Japanese cards. I love ya, man.
-=-My friends and family for inspiring me to leave more than one mark on the
world (I previously did a MZM 15% FAQ/WT)
-=-David Brailsford
-=-Emailers with questions or comments:
- Miamolly8
If there should be anything that needs to be cleared up, cleared out, or
elaborated, contact me by email at <sps26@email.com>
For contacting me, give your "username" (the name you want to be referred to
above), put "SMA4e" near the top or on the subject line, write a question that
is NOT covered in the walkthrough (or I will not respond or even look at the
rest of the letter that you send, as well as any future ones that you send),
and don't contact me for any other reason (unless it is background questions
about Zelda, Sonic, Mario, or Metroid OR for the Talk Center [see above]). I
check my email more often than before, so turn in any email messages and they
should be posted here by the end of each month (of course, school permitting).
Some questions will take longer than others to check into, so it may not be
there within the next month. Check anytime to make sure the message has been
sent, because I'll usually have them in by then. However, don't send me the
same email more than once. If you didn't get it sent back to you, assume I've
received it. Also, don't email me saying you sent something before after, say,
three months of no updates. Or else you WILL get blocked. No joke.
Versions:
1.00-=- Begin FAQ/Walkthrough. Walkthrough complete..?
1.01-=- Minor revisions.
1.02-=- More minor revisions.
1.03-=- Even more minor revisions.
1.04-=- Still more minor revisions.
1.1-=- Added one email call and response.
2.00-=- Extended walkthrough to Japanese cards - Some objects need to be
updated BADLY.
If anyone wants to use or quote from this walkthrough for his or her online
guide, you will have to contact me for copyright permission. If you are
approved (by me, of course), you cannot modify it UNLESS it is for private
use. I will be able to find out if you even changed the spelling of a word
that I misspelled on purpose. DO NOT PLAGIARIZE!!!!! It is against the law and
you can be arrested and punished if you do. The only things I will let you add
are pictures or information that don't change the completion steps to the
walkthrough. Link to THE LINK TO this walkthrough, not directly to it, because
I do not deal with any FAQ Website other than IGN unless I give you express
permission to do so.
For distribution, NEVER sell this document or I WILL SEND THE KOOPA KLAN DOWN
ON YOU... The only ones who may have this document on paper are those without
Internet access or those who are going to use it privately for home use.
Changes are allowed on home copies of this guide, but you must make sure that
it never reaches the Internet or is sold. Any of these rules and regulations
that are broken will haunt you and you will automatically revoke your
permission to use this FAQ/Walkthrough.
Copyright (C) August 31, 2007 (1000 - 11110 - 0.111) by ChaosMiles07, all
rights reserved. Newest version (C) April 1, 2009 (100 - 1 - 0.1001).
Play well and have fun while you beat SMA4's WORLD-e!!!!!